Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
Conflicts: Barotrauma/Barotrauma.csproj Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs Barotrauma/BarotraumaShared/Source/Characters/Attack.cs Barotrauma/BarotraumaShared/Source/Characters/Character.cs Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs Barotrauma/BarotraumaShared/Source/Characters/Limb.cs Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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partial class AICharacter : Character
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{
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private AIController aiController;
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public override AIController AIController
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{
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get { return aiController; }
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}
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public AICharacter(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
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: base(file, position, characterInfo, isNetworkPlayer)
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{
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}
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partial void InitProjSpecific();
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public void SetAI(AIController aiController)
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{
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this.aiController = aiController;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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if (!Enabled || IsRemotePlayer) return;
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float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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if (dist > 8000.0f * 8000.0f)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (dist < 7000.0f * 7000.0f)
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return;
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if (Controlled == this || !aiController.Enabled) return;
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SoundUpdate(deltaTime);
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aiController.Update(deltaTime);
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}
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partial void SoundUpdate(float deltaTime);
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public override void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable attacker)
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{
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base.AddDamage(causeOfDeath, amount, attacker);
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if (attacker!=null) aiController.OnAttacked(attacker, amount);
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}
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public override AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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{
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AttackResult result = base.AddDamage(attacker, worldPosition, attack, deltaTime, playSound);
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aiController.OnAttacked(attacker, (result.Damage + result.Bleeding) / Math.Max(Health, 1.0f));
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return result;
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}
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}
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}
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