v0.11.0.9
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@@ -492,8 +492,6 @@ namespace Barotrauma
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[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable()]
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public bool RandomAttack { get; private set; }
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// TODO: latchonto, swarming
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public IEnumerable<TargetParams> Targets => targets;
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protected readonly List<TargetParams> targets = new List<TargetParams>();
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@@ -589,6 +587,21 @@ namespace Barotrauma
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[Serialize(false, true, description: "Should the target be ignored if it's inside a container/inventory. Only affects items."), Editable]
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public bool IgnoreContained { get; set; }
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[Serialize(false, true, description: "Should the target be ignored while the creature is inside. Doesn't matter where the target is."), Editable]
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public bool IgnoreWhileInside { get; set; }
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[Serialize(false, true, description: "Should the target be ignored while the creature is outside. Doesn't matter where the target is."), Editable]
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public bool IgnoreWhileOutside { get; set; }
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[Serialize(0f, true, description: "Use to define a distance at which the creature starts the sweeping movement."), Editable(MinValueFloat = 0, MaxValueFloat = 10000, ValueStep = 1, DecimalCount = 0)]
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public float SweepDistance { get; private set; }
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[Serialize(10f, true, description: "How much the sweep affects the steering?"), Editable(MinValueFloat = 0, MaxValueFloat = 100, ValueStep = 1f, DecimalCount = 1)]
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public float SweepStrength { get; private set; }
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[Serialize(1f, true, description: "How quickly the sweep direction changes. Uses the sine wave pattern."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f, DecimalCount = 2)]
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public float SweepSpeed { get; private set; }
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public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
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public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
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@@ -745,7 +745,7 @@ namespace Barotrauma
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{
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if (LightSource != null) { return false; }
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var lightSourceElement = new XElement("lightsource",
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new XElement("lighttexture", new XAttribute("texture", "Content/Lights/light.png")));
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new XElement("lighttexture", new XAttribute("texture", "Content/Lights/pointlight_bright.png")));
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TryAddSubParam(lightSourceElement, (e, c) => new LightSourceParams(e, c), out LightSourceParams newLightSource);
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LightSource = newLightSource;
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return LightSource != null;
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