Unstable v0.1300.0.1
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+28
-16
@@ -79,6 +79,7 @@ namespace Barotrauma
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private float coolDownTimer;
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private IEnumerable<Body> myBodies;
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private float aimTimer;
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private float reloadTimer;
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private float spreadTimer;
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private bool canSeeTarget;
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@@ -147,6 +148,7 @@ namespace Barotrauma
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Mode = CombatMode.Retreat;
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}
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spreadTimer = Rand.Range(-10, 10);
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HumanAIController.SortTimer = 0;
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}
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public override float GetPriority()
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@@ -170,6 +172,10 @@ namespace Barotrauma
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base.Update(deltaTime);
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ignoreWeaponTimer -= deltaTime;
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checkWeaponsTimer -= deltaTime;
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if (reloadTimer > 0)
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{
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reloadTimer -= deltaTime;
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}
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if (ignoreWeaponTimer < 0)
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{
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ignoredWeapons.Clear();
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@@ -219,7 +225,11 @@ namespace Barotrauma
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{
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OperateWeapon(deltaTime);
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}
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if (!HoldPosition && seekAmmunitionObjective == null && seekWeaponObjective == null)
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if (HoldPosition)
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{
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SteeringManager.Reset();
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}
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else if (seekAmmunitionObjective == null && seekWeaponObjective == null)
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{
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Move(deltaTime);
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}
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@@ -641,7 +651,7 @@ namespace Barotrauma
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var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
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aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
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}
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else
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{
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@@ -912,7 +922,7 @@ namespace Barotrauma
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}
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if (!canSeeTarget)
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{
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aimTimer = Rand.Range(0.2f, 1f) / AimSpeed;
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aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
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return;
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}
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if (Weapon.RequireAimToUse)
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@@ -930,6 +940,7 @@ namespace Barotrauma
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aimTimer -= deltaTime;
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return;
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}
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if (reloadTimer > 0) { return; }
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if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
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if (holdFireCondition != null && holdFireCondition()) { return; }
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float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
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@@ -1010,18 +1021,25 @@ namespace Barotrauma
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private void UseWeapon(float deltaTime)
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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float reloadTime = 0;
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if (WeaponComponent is RangedWeapon rangedWeapon)
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{
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reloadTime = rangedWeapon.Reload;
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// If the weapon is just equipped, we can't shoot just yet.
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if (rangedWeapon.ReloadTimer <= 0)
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{
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reloadTime = rangedWeapon.Reload;
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}
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}
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if (WeaponComponent is MeleeWeapon mw)
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{
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reloadTime = mw.Reload;
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if (!((HumanoidAnimController)character.AnimController).Crouching)
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{
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reloadTime = mw.Reload;
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}
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}
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aimTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.5f) / AimSpeed);
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
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}
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protected override void OnCompleted()
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@@ -1031,10 +1049,7 @@ namespace Barotrauma
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{
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Unequip();
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}
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if (!HoldPosition)
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{
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SteeringManager.Reset();
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}
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SteeringManager.Reset();
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}
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protected override void OnAbandon()
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@@ -1044,10 +1059,7 @@ namespace Barotrauma
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{
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Unequip();
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}
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if (!HoldPosition)
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{
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SteeringManager.Reset();
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}
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SteeringManager.Reset();
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}
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public override void Reset()
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