(ff4df7194) Merge branch 'dev' of github.com:Regalis11/Barotrauma-development into dev
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@@ -563,6 +563,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -495,10 +495,10 @@ namespace Barotrauma.Items.Components
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character.CursorPosition = closestEnemy.WorldPosition;
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if (item.Submarine != null) character.CursorPosition -= item.Submarine.Position;
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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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//force aim input even if the turret doesn't require it,
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//because the cursor position (and consequently, turret aim direction) is only synced to clients when aiming
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character.SetInput(InputType.Aim, false, true);
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float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition - item.WorldPosition);
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float turretAngle = -rotation;
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