- The server doesn't disable client-controlled AI characters that are far from all other players.
- Clients aren't allowed to flip swimming FishAnimControllers unless the server says so (occasionally caused creatures to flip around constantly because the clients ignore the 1-second "flipping cooldown"). - Moved Character.ReadStatus to the client project.
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@@ -120,12 +120,10 @@ namespace Barotrauma
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UpdateWalkAnim(deltaTime);
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}
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if (mirror || !inWater)
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if (!character.IsRemotePlayer)
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{
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if (!character.IsRemotePlayer)
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if (mirror || !inWater)
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{
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//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
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if (targetMovement.X > 0.1f && targetMovement.X > Math.Abs(targetMovement.Y) * 0.5f)
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{
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TargetDir = Direction.Right;
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@@ -135,40 +133,39 @@ namespace Barotrauma
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TargetDir = Direction.Left;
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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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Limb head = GetLimb(LimbType.Head);
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if (head == null) head = GetLimb(LimbType.Torso);
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float rotation = MathUtils.WrapAngleTwoPi(head.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (rotation > 20 && rotation < 160)
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else
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{
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TargetDir = Direction.Left;
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}
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else if (rotation > 200 && rotation < 340)
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{
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TargetDir = Direction.Right;
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Limb head = GetLimb(LimbType.Head);
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if (head == null) head = GetLimb(LimbType.Torso);
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float rotation = MathUtils.WrapAngleTwoPi(head.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (rotation > 20 && rotation < 160)
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{
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TargetDir = Direction.Left;
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}
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else if (rotation > 200 && rotation < 340)
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{
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TargetDir = Direction.Right;
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}
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}
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}
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if (!flip) return;
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flipTimer += deltaTime;
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if (TargetDir != Direction.None && TargetDir != dir)
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{
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if (flipTimer>1.0f || character.IsRemotePlayer)
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{
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if (flipTimer > 1.0f || character.IsRemotePlayer)
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{
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Flip();
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if (mirror || !inWater) Mirror();
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flipTimer = 0.0f;
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}
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}
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}
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}
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