Unstable 1.1.14.0
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@@ -23,8 +23,6 @@ namespace Barotrauma
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protected float hudInfoTimer = 1.0f;
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protected bool hudInfoVisible = false;
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private float pressureParticleTimer;
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private float findFocusedTimer;
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protected float lastRecvPositionUpdateTime;
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@@ -299,7 +297,9 @@ namespace Barotrauma
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keys[i].SetState();
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}
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if (CharacterInventory.IsMouseOnInventory && CharacterHUD.ShouldDrawInventory(this))
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if (CharacterInventory.IsMouseOnInventory &&
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!keys[(int)InputType.Aim].Held &&
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CharacterHUD.ShouldDrawInventory(this))
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{
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ResetInputIfPrimaryMouse(InputType.Use);
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ResetInputIfPrimaryMouse(InputType.Shoot);
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@@ -340,13 +340,6 @@ namespace Barotrauma
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cam.Zoom = MathHelper.Lerp(cam.Zoom,
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cam.DefaultZoom + (Math.Max(pressure, 10) / 150.0f) * Rand.Range(0.9f, 1.1f),
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zoomInEffectStrength);
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pressureParticleTimer += pressure * deltaTime;
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if (pressureParticleTimer > 10.0f)
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{
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GameMain.ParticleManager.CreateParticle(Params.BleedParticleWater, WorldPosition + Rand.Vector(5.0f), Rand.Vector(10.0f));
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pressureParticleTimer = 0.0f;
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}
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}
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}
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@@ -722,7 +715,8 @@ namespace Barotrauma
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break;
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default:
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var petBehavior = enemyAI.PetBehavior;
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if (petBehavior != null && petBehavior.Happiness < petBehavior.MaxHappiness * 0.25f)
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if (petBehavior != null &&
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(petBehavior.Happiness < petBehavior.UnhappyThreshold || petBehavior.Hunger > petBehavior.HungryThreshold))
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{
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PlaySound(CharacterSound.SoundType.Unhappy);
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}
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@@ -859,21 +853,11 @@ namespace Barotrauma
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if (Controlled.AnimController.Stairs != null)
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{
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//consider the bottom of the stairs the "floor of the room the controlled character is in"
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yPos = Controlled.AnimController.Stairs.SimPosition.Y - Controlled.AnimController.Stairs.RectHeight * 0.5f;
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}
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foreach (var ladder in Ladder.List)
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{
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if (CanInteractWith(ladder.Item) && Controlled.CanInteractWith(ladder.Item))
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{
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float xPos = ladder.Item.SimPosition.X;
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if (Math.Abs(xPos - SimPosition.X) < 3.0)
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{
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yPos = ladder.Item.SimPosition.Y - ladder.Item.RectHeight * 0.5f;
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}
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break;
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}
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}
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//don't show the HUD texts if the character is below the floor of the room the controlled character is in
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if (AnimController.FloorY < yPos) { return; }
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}
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