Faction Test 100.13.0.0
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@@ -365,9 +365,15 @@ namespace Barotrauma
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public readonly CharacterPrefab Prefab;
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public readonly CharacterParams Params;
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public Identifier SpeciesName => Params?.SpeciesName ?? "null".ToIdentifier();
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public Identifier Group => HumanPrefab is HumanPrefab humanPrefab && !humanPrefab.Group.IsEmpty ? humanPrefab.Group : Params.Group;
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public bool IsHumanoid => Params.Humanoid;
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public bool IsMachine => Params.IsMachine;
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public bool IsHusk => Params.Husk;
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public bool IsMale => info?.IsMale ?? false;
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@@ -1613,7 +1619,7 @@ namespace Barotrauma
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{
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DebugConsole.ThrowError($"Failed to give job items for the character \"{Name}\" - could not find human prefab with the id \"{info.HumanPrefabIds.NpcIdentifier}\" from \"{info.HumanPrefabIds.NpcSetIdentifier}\".");
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}
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else if (humanPrefab.GiveItems(this, Submarine, spawnPoint))
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else if (humanPrefab.GiveItems(this, spawnPoint?.Submarine ?? Submarine, spawnPoint))
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{
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return;
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}
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@@ -1752,7 +1758,7 @@ namespace Barotrauma
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float maxSpeed = ApplyTemporarySpeedLimits(currentSpeed);
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targetMovement.X = MathHelper.Clamp(targetMovement.X, -maxSpeed, maxSpeed);
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targetMovement.Y = MathHelper.Clamp(targetMovement.Y, -maxSpeed, maxSpeed);
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SpeedMultiplier = greatestPositiveSpeedMultiplier - (1f - greatestNegativeSpeedMultiplier);
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SpeedMultiplier = Math.Max(0.0f, greatestPositiveSpeedMultiplier - (1f - greatestNegativeSpeedMultiplier));
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targetMovement *= SpeedMultiplier;
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// Reset, status effects will set the value before the next update
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ResetSpeedMultiplier();
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@@ -3881,8 +3887,8 @@ namespace Barotrauma
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{
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foreach (Affliction affliction in attackResult.Afflictions)
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{
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if (affliction.Strength == 0.0f) continue;
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sb.Append($" {affliction.Prefab.Name}: {affliction.Strength}");
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if (Math.Abs(affliction.Strength) <= 0.1f) { continue;}
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sb.Append($" {affliction.Prefab.Name}: {affliction.Strength.ToString("0.0")}");
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}
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}
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GameServer.Log(sb.ToString(), ServerLog.MessageType.Attack);
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@@ -4481,7 +4487,10 @@ namespace Barotrauma
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#if CLIENT
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//ensure we apply any pending inventory updates to drop any items that need to be dropped when the character despawns
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Inventory?.ApplyReceivedState();
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if (GameMain.Client?.ClientPeer is { IsActive: true })
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{
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Inventory?.ApplyReceivedState();
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}
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#endif
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base.Remove();
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@@ -5197,15 +5206,13 @@ namespace Barotrauma
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public void RemoveAbilityResistance(TalentResistanceIdentifier identifier) => abilityResistances.Remove(identifier);
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/// <summary>
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/// Compares just the species name and the group, ignores teams. There's a more complex version found in HumanAIController.cs
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/// </summary>
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public bool IsFriendly(Character other) => IsFriendly(this, other);
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/// <summary>
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/// Compares just the species name and the group, ignores teams. There's a more complex version found in HumanAIController.cs
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/// </summary>
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public static bool IsFriendly(Character me, Character other) => other.SpeciesName == me.SpeciesName || CharacterParams.CompareGroup(me.Group, other.Group);
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public static bool IsFriendly(Character me, Character other) => AIController.IsOnFriendlyTeam(me, other) && IsSameSpeciesOrGroup(me, other);
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public bool IsSameSpeciesOrGroup(Character other) => IsSameSpeciesOrGroup(this, other);
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public static bool IsSameSpeciesOrGroup(Character me, Character other) => other.SpeciesName == me.SpeciesName || CharacterParams.CompareGroup(me.Group, other.Group);
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public void StopClimbing()
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{
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