(f832e24f5) Prevent bots jumping from too high.
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@@ -276,9 +276,6 @@ namespace Barotrauma
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characterInfos.Add(characterInfo);
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characterInfos.Add(characterInfo);
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}
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}
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characterInfos.Add(characterInfo);
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}
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/// <summary>
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/// <summary>
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/// Remove the character from the crew (and crew menus).
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/// Remove the character from the crew (and crew menus).
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/// </summary>
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/// </summary>
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@@ -128,11 +128,14 @@ namespace Barotrauma
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{
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{
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if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
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if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
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{
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{
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ignorePlatforms = true;
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// Don't allow to jump from too high. The formula might require tweaking.
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float allowedJumpHeight = Character.AnimController.ImpactTolerance / 2;
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float height = Math.Abs(currPath.CurrentNode.SimPosition.Y - Character.SimPosition.Y);
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ignorePlatforms = height < allowedJumpHeight;
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}
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}
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}
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}
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if (Character.IsClimbing && PathSteering.InLadders && PathSteering.IsNextLadderSameAsCurrent)
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if (Character.IsClimbing && PathSteering.IsNextLadderSameAsCurrent)
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{
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{
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Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
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Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
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}
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}
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@@ -145,6 +145,16 @@ namespace Barotrauma
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}
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}
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#endif
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#endif
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public bool Hit
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public bool Hit
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{
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{
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get
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get
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