(28c455ff7) Improve the ai repair tool usage.
This commit is contained in:
@@ -74,11 +74,14 @@
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<Character file="Content/Characters/Hammerhead/Hammerhead.xml" />
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<Outpost file="Content/Map/Outposts/Outpost.sub" />
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<Submarine file="Submarines/Orca.sub" />
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<Submarine file="Submarines/Berilia.sub" />
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<Submarine file="Submarines/Typhon.sub" />
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<Submarine file="Submarines/Selkie.sub" />
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<Submarine file="Submarines/Bunyip.sub" />
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<Submarine file="Submarines/Humpback.sub" />
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<Submarine file="Submarines/Dugong.sub" />
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<Submarine file="Submarines/Remora.sub" />
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<Submarine file="Submarines/RemoraDrone.sub" />
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<Submarine file="Submarines/Venture.sub" />
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<Text file="Content/Texts/EnglishVanilla.xml" />
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<UIStyle file="Content/UI/style.xml"/>
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@@ -364,18 +364,9 @@
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<Content Include="$(MSBuildThisFileDirectory)Content\Items\Assemblies\airlock doors.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Items\Assemblies\AutoDoor.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Items\Assemblies\AutoHatch.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Items\Assemblies\Automatic Bilge Pump.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Items\Assemblies\WindowedAutoDoor.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Items\Door\door2.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -490,6 +481,33 @@
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<Content Include="$(MSBuildThisFileDirectory)Content\Map\OutpostWall_C.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\1_CommandReactor\BaroTutorial_CommandReactor.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\2_NavConsole\BaroTutorial_NavConsole.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\3_Flood\BaroTutorial_Flood.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\4_Reactor\BaroTutorial_Reactor.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\5_EnemyOnSonar\BaroTutorial_EnemyOnSonar.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\6_Degrading2\BaroTutorial_Degrading.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\7_Medical\BaroTutorial_Medical.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\8_Approach1\BaroTutorial_Approach.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\ContextualTutorial\9_SwitchCharacter\BaroTutorial_SwitchCharacter.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Tutorials\TutorialVideos\tutorial_command.mp4">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -2173,7 +2191,7 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Berilia.sub">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Dugong_Tutorial.sub">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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@@ -3133,6 +3151,9 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Water\SplashLoop.ogg" />
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<None Include="$(MSBuildThisFileDirectory)Content\Tutorials\TutorialSub.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Ambient\Ambient1.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@@ -3329,10 +3350,10 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Remora.sub">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\RemoraDrone.sub">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Selkie.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@@ -293,10 +293,35 @@ namespace Barotrauma.Items.Components
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//steer closer if almost in range
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if (dist > Range)
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{
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Vector2 standPos = leak.IsHorizontal ? new Vector2(Math.Sign(-fromItemToLeak.X), 0.0f) : new Vector2(0.0f, Math.Sign(-fromItemToLeak.Y) * 0.5f);
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standPos = leak.WorldPosition + standPos * Range;
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Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
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character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
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Vector2 standPos = new Vector2(Math.Sign(-fromItemToLeak.X), Math.Sign(-fromItemToLeak.Y)) / 2;
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if (!character.AnimController.InWater)
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{
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if (leak.IsHorizontal)
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{
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standPos.X *= 2;
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standPos.Y = 0;
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}
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else
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{
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standPos.X = 0;
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}
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}
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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{
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if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
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{
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Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
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character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(standPos);
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}
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(standPos);
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}
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}
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else
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{
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@@ -305,30 +330,29 @@ namespace Barotrauma.Items.Components
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// Too close -> steer away
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character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
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}
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else
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else if (dist <= Range)
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{
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// In range
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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return false;
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}
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}
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sinTime += deltaTime;
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character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
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if (item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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// Press the trigger only when the tool is approximately facing the target.
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// If the character is climbing, ignore the check, because we cannot aim while climbing.
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if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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if (angle < MathHelper.PiOver4)
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{
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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}
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else
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{
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sinTime -= deltaTime * 2;
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}
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bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
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(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
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