Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup
This commit is contained in:
@@ -12,7 +12,7 @@
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<sound file="door.ogg" type="OnUse" range="500.0"/>
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</Door>
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<AiTarget sightrange="5000.0"/>
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<AiTarget sightrange="500.0"/>
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<fixrequirement name="Mechanical repairs">
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<skill name="Construction" level="40"/>
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@@ -40,7 +40,7 @@
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<sound file="door.ogg" type="OnUse" range="500.0"/>
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</Door>
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<AiTarget sightrange="5000.0"/>
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<AiTarget sightrange="500.0"/>
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<fixrequirement name="Mechanical repairs">
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<skill name="Construction" level="40"/>
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@@ -68,7 +68,7 @@
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<sound file="door.ogg" type="OnUse" range="500.0"/>
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</Door>
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<AiTarget sightrange="5000.0"/>
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<AiTarget sightrange="500.0"/>
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<fixrequirement name="Mechanical repairs">
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<skill name="Construction" level="40"/>
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@@ -1,30 +1,31 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class AITarget
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{
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public static bool ShowAITargets;
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public static List<AITarget> List = new List<AITarget>();
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public Entity Entity;
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protected float soundRange;
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protected float sightRange;
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private float soundRange;
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private float sightRange;
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public float SoundRange
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{
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get
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{
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return soundRange;
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}
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set { soundRange = value; }
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get { return soundRange; }
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set { soundRange = Math.Max(value, 0.0f); }
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}
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public float SightRange
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{
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get { return sightRange; }
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set { sightRange = value; }
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set { sightRange = Math.Max(value, 0.0f); }
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}
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public Vector2 WorldPosition
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@@ -48,5 +49,24 @@ namespace Barotrauma
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List.Remove(this);
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!ShowAITargets) return;
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var rangeSprite = GUI.SubmarineIcon;
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if (soundRange > 0.0f)
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Cyan * 0.1f, rangeSprite.Origin,
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0.0f, soundRange / rangeSprite.size.X);
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if (sightRange > 0.0f)
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Orange * 0.1f, rangeSprite.Origin,
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0.0f, sightRange / rangeSprite.size.X);
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}
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}
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}
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@@ -736,7 +736,7 @@ namespace Barotrauma
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//check visibility from the new position of RefLimb to the new position of this limb
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Vector2 movePos = limb.SimPosition + moveAmount;
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TrySetLimbPosition(limb, simPosition, movePos);
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TrySetLimbPosition(limb, simPosition, movePos, lerp);
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}
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@@ -825,60 +825,44 @@ namespace Barotrauma
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limb.body.TargetPosition = Vector2.Zero;
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}
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correctionMovement = targetMovement;
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correctionMovement = Vector2.Zero;
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return;
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}
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else
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if (inWater)
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{
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if (inWater)
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if (targetMovement.LengthSquared() > 0.01f)
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{
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if (targetMovement.LengthSquared() > 0.01f)
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{
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correctionMovement =
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Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.1f, 5.0f), 0.2f);
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correctionMovement =
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Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.1f, 5.0f), 0.2f);
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}
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else
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{
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refLimb.body.LinearVelocity = Vector2.Lerp(
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refLimb.LinearVelocity,
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Vector2.Normalize(diff) * MathHelper.Clamp(dist, 0.0f, 5.0f),
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0.2f);
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//foreach (Limb limb in Limbs)
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//{
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// //if (limb.body.TargetPosition == Vector2.Zero) continue;
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// // Vector2.Lerp(limb.LinearVelocity, Vector2.Normalize(diff) * MathHelper.Clamp(dist, 0.0f, 1.0f))
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// limb.body.LinearVelocity = Vector2.Lerp(
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// limb.LinearVelocity,
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// Vector2.Normalize(diff) * MathHelper.Clamp(dist, 0.0f, 5.0f),
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// 0.2f);
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// //limb.body.TargetVelocity .SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
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//}
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}
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}
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else
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{
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//clamp the magnitude of the correction movement between 0.5f - 5.0f
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Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 2.0f, 0.5f, 5.0f);
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//heading in the right direction -> use the ''normal'' movement if it's faster than correctionMovement
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//i.e. the character is close to the targetposition but the character is still running
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if (Math.Sign(targetMovement.X) == Math.Sign(newCorrectionMovement.X))
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{
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newCorrectionMovement.X = Math.Max(Math.Abs(targetMovement.X), Math.Abs(newCorrectionMovement.X)) * Math.Sign(targetMovement.X);
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}
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//newCorrectionMovement.X = Math.Max(newCorrectionMovement.X, 0.5f) * Math.Sign(newCorrectionMovement.X);
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correctionMovement = Vector2.Lerp(correctionMovement, newCorrectionMovement, 0.5f);
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if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
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refLimb.body.LinearVelocity = Vector2.Lerp(
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refLimb.LinearVelocity,
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Vector2.Normalize(diff) * MathHelper.Clamp(dist, 0.0f, 5.0f),
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0.2f);
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}
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}
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else
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{
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//clamp the magnitude of the correction movement between 0.5f - 5.0f
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Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 2.0f, 0.5f, 5.0f);
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//heading in the right direction -> use the ''normal'' movement if it's faster than correctionMovement
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//i.e. the character is close to the targetposition but the character is still running
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if (Math.Sign(targetMovement.X) == Math.Sign(newCorrectionMovement.X))
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{
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newCorrectionMovement.X = Math.Max(Math.Abs(targetMovement.X), Math.Abs(newCorrectionMovement.X)) * Math.Sign(targetMovement.X);
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}
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correctionMovement = Vector2.Lerp(correctionMovement, newCorrectionMovement, 0.5f);
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if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
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}
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if (resetAll)
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{
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@@ -886,7 +870,6 @@ namespace Barotrauma
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if (this is HumanoidAnimController)
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{
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foreach (Limb limb in Limbs)
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{
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if (limb != refLimb) limb.body.TargetPosition = limb.body.SimPosition + diff;
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@@ -898,19 +881,8 @@ namespace Barotrauma
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}
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else
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{
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SetPosition(refLimb.body.TargetPosition);
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}
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//if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
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//foreach (Limb limb in Limbs)
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//{
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// limb.body.LinearVelocity = Vector2.Zero;
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// limb.body.AngularVelocity = 0.0f;
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//}
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}
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}
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@@ -362,6 +362,11 @@ namespace Barotrauma
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get { return AnimController.RefLimb.Position; }
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}
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public override Vector2 DrawPosition
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{
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get { return AnimController.RefLimb.body.DrawPosition; }
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}
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public delegate void OnDeathHandler(Character character, CauseOfDeath causeOfDeath);
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public OnDeathHandler OnDeath;
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@@ -1058,18 +1063,7 @@ namespace Barotrauma
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aiTarget.SightRange = 0.0f;
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//distance is approximated based on the mass of the Character
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//(which corresponds to size because all the characters have the same limb density)
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foreach (Limb limb in AnimController.Limbs)
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{
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aiTarget.SightRange += limb.Mass * 1000.0f;
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}
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//the faster the Character is moving, the easier it is to see it
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Limb torso = AnimController.GetLimb(LimbType.Torso);
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if (torso !=null)
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{
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aiTarget.SightRange += torso.LinearVelocity.Length() * 500.0f;
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}
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aiTarget.SightRange = Mass*10.0f + AnimController.RefLimb.LinearVelocity.Length()*500.0f;
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}
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public void Draw(SpriteBatch spriteBatch)
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@@ -1112,6 +1106,8 @@ namespace Barotrauma
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if (GameMain.DebugDraw)
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{
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AnimController.DebugDraw(spriteBatch);
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if (aiTarget != null) aiTarget.Draw(spriteBatch);
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}
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if (isDead) return;
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@@ -421,6 +421,11 @@ namespace Barotrauma
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//Ragdoll.DebugDraw = !Ragdoll.DebugDraw;
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GameMain.DebugDraw = !GameMain.DebugDraw;
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break;
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case "drawaitargets":
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case "showaitargets":
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AITarget.ShowAITargets = !AITarget.ShowAITargets;
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break;
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case "sendrandomdata":
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int messageCount = 1;
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@@ -88,6 +88,11 @@ namespace Barotrauma.Items.Components
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Submarine.Loaded.ApplyForce(currForce);
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if (item.CurrentHull != null)
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{
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item.CurrentHull.AiTarget.SoundRange = Math.Max(currForce.Length(), item.CurrentHull.AiTarget.SoundRange);
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}
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for (int i = 0; i < 5; i++)
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{
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GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2),
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@@ -12,8 +12,6 @@ namespace Barotrauma.Items.Components
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{
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class Radar : Powered
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{
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const float displayScale = 0.015f;
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private float range;
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private float pingState;
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@@ -22,11 +20,14 @@ namespace Barotrauma.Items.Components
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private GUITickBox isActiveTickBox;
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[HasDefaultValue(0.0f, false)]
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private List<RadarBlip> radarBlips;
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private float prevPingRadius;
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[HasDefaultValue(10000.0f, false)]
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public float Range
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{
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get { return ConvertUnits.ToDisplayUnits(range); }
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set { range = ConvertUnits.ToSimUnits(value); }
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get { return range; }
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set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
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}
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public Radar(Item item, XElement element)
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@@ -72,12 +73,14 @@ namespace Barotrauma.Items.Components
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if (voltage >= minVoltage)
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{
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pingState = (pingState + deltaTime * 0.5f);
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pingState = pingState + deltaTime * 0.5f;
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if (pingState>1.0f)
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{
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item.Use(deltaTime, null);
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item.Use(deltaTime);
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pingState = 0.0f;
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}
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if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
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}
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else
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{
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@@ -89,7 +92,7 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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return (pingState > 1.0f);
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return pingState > 1.0f;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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@@ -104,9 +107,6 @@ namespace Barotrauma.Items.Components
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DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
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}
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private List<RadarBlip> radarBlips;
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private float prevPingRadius;
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private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
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{
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Vector2 center = new Vector2(rect.Center.X, rect.Center.Y);
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@@ -116,8 +116,10 @@ namespace Barotrauma.Items.Components
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float pingRadius = (rect.Width / 2) * pingState;
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pingCircle.Draw(spriteBatch, center, Color.White * (1.0f-pingState), 0.0f, (rect.Width/pingCircle.size.X)*pingState);
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float radius = rect.Width / 2.0f;
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float displayScale = radius/range;
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float simScale = 1.5f;
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@@ -276,8 +278,9 @@ namespace Barotrauma.Items.Components
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private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, Color color, float radius)
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{
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Vector2 pos = (blip.Position-item.WorldPosition) * displayScale;
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float displayScale = radius / range;
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Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;
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pos.Y = -pos.Y;
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if (pos.Length() > radius)
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@@ -158,7 +158,7 @@ namespace Barotrauma.Items.Components
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shutDownTemp = 500.0f;
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powerPerTemp = 1.0f;
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IsActive = true;
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var button = new GUIButton(new Rectangle(410, 70, 40, 40), "-", GUI.Style, GuiFrame);
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@@ -307,7 +307,7 @@ namespace Barotrauma.Items.Components
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if (item.CurrentHull != null)
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{
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//the sound can be heard from 20 000 display units away when everything running at 100%
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item.CurrentHull.SoundRange = (coolingRate + fissionRate) * 100;
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item.CurrentHull.SoundRange = Math.Max((coolingRate + fissionRate) * 100, item.CurrentHull.AiTarget.SoundRange);
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}
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UpdateGraph(deltaTime);
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@@ -24,7 +24,7 @@ namespace Barotrauma
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class Item : MapEntity, IDamageable, IPropertyObject
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{
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public static List<Item> ItemList = new List<Item>();
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protected ItemPrefab prefab;
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private ItemPrefab prefab;
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public static ItemSpawner Spawner = new ItemSpawner();
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public static ItemRemover Remover = new ItemRemover();
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@@ -439,14 +439,14 @@ namespace Barotrauma
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new Rectangle(
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WorldRect.X + trigger.X,
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WorldRect.Y + trigger.Y,
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(trigger.Width == 0) ? (int)Rect.Width : trigger.Width,
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(trigger.Height == 0) ? (int)Rect.Height : trigger.Height)
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(trigger.Width == 0) ? Rect.Width : trigger.Width,
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(trigger.Height == 0) ? Rect.Height : trigger.Height)
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:
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new Rectangle(
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Rect.X + trigger.X,
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Rect.Y + trigger.Y,
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(trigger.Width == 0) ? (int)Rect.Width : trigger.Width,
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(trigger.Height == 0) ? (int)Rect.Height : trigger.Height);
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(trigger.Width == 0) ? Rect.Width : trigger.Width,
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(trigger.Height == 0) ? Rect.Height : trigger.Height);
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}
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/// <summary>
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@@ -731,6 +731,8 @@ namespace Barotrauma
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}
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foreach (ItemComponent component in components) component.Draw(spriteBatch, editing);
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if (GameMain.DebugDraw && aiTarget!=null) aiTarget.Draw(spriteBatch);
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if (!editing || (body != null && !body.Enabled))
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{
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@@ -1500,6 +1502,8 @@ namespace Barotrauma
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break;
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case NetworkEventType.PhysicsBodyPosition:
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if (body != null) body.ReadNetworkData(message, sendingTime);
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FindHull();
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break;
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case NetworkEventType.ItemFixed:
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@@ -59,7 +59,7 @@ namespace Barotrauma
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get { return Submarine == null ? Position : Submarine.Position + Position; }
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}
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public Vector2 DrawPosition
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public virtual Vector2 DrawPosition
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{
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get { return Submarine == null ? Position : Submarine.DrawPosition + Position; }
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}
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@@ -201,7 +201,6 @@ namespace Barotrauma
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surface = rect.Y - rect.Height;
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aiTarget = new AITarget(this);
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aiTarget.SightRange = (rect.Width + rect.Height)*5.0f;
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hullList.Add(this);
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@@ -353,6 +352,9 @@ namespace Barotrauma
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FireSource.UpdateAll(fireSources, deltaTime);
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aiTarget.SightRange = Submarine == null ? 0.0f : Submarine.Velocity.Length() * 500.0f;
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aiTarget.SoundRange -= deltaTime*1000.0f;
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float strongestFlow = 0.0f;
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foreach (Gap gap in ConnectedGaps)
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{
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@@ -495,6 +497,8 @@ namespace Barotrauma
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if (!ShowHulls && !GameMain.DebugDraw) return;
|
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|
||||
if (!editing && !GameMain.DebugDraw) return;
|
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if (aiTarget != null) aiTarget.Draw(spriteBatch);
|
||||
|
||||
Rectangle drawRect =
|
||||
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
|
||||
|
||||
Reference in New Issue
Block a user