v1.0.13.1 (first post-1.0 patch)
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@@ -480,7 +480,7 @@ namespace Barotrauma
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if (SelectedAiTarget?.Entity != null || EscapeTarget != null)
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{
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Entity t = SelectedAiTarget?.Entity ?? EscapeTarget;
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float referencePos = Vector2.DistanceSquared(Character.WorldPosition, t.WorldPosition) > 100 * 100 && HasValidPath(requireNonDirty: true) ? PathSteering.CurrentPath.CurrentNode.WorldPosition.X : t.WorldPosition.X;
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float referencePos = Vector2.DistanceSquared(Character.WorldPosition, t.WorldPosition) > 100 * 100 && HasValidPath() ? PathSteering.CurrentPath.CurrentNode.WorldPosition.X : t.WorldPosition.X;
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Character.AnimController.TargetDir = Character.WorldPosition.X < referencePos ? Direction.Right : Direction.Left;
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}
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else
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@@ -3934,7 +3934,7 @@ namespace Barotrauma
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{
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SteerAwayFromTheEnemy();
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}
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else if (canAttackDoors && HasValidPath(requireNonDirty: true, requireUnfinished: true))
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else if (canAttackDoors && HasValidPath())
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{
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var door = PathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? PathSteering.CurrentPath.NextNode?.ConnectedDoor;
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if (door != null && !door.CanBeTraversed && !door.HasAccess(Character))
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