Bunch of crew AI bugfixes/improvements:
- replacing empty oxygen tanks - fixed characters only fixing leaks in the outer hull - prioritizing large leaks over small ones - fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside) - more accurate welder aiming - AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
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@@ -577,8 +577,9 @@ namespace Barotrauma
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gapRect.Width += 20;
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gapRect.Height += 20;
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sections[sectionIndex].gap = new Gap(gapRect, !isHorizontal, Submarine);
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if(CastShadow)
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GenerateConvexHull();
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sections[sectionIndex].gap.ConnectedWall = this;
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if(CastShadow) GenerateConvexHull();
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}
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}
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@@ -758,6 +759,7 @@ namespace Barotrauma
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if (s.GapIndex == -1) continue;
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s.gap = FindEntityByID((ushort)s.GapIndex) as Gap;
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if (s.gap != null) s.gap.ConnectedWall = this;
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}
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}
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