Unstable 1.2.4.0
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@@ -685,8 +685,8 @@ namespace Barotrauma
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}
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if (removeDivingSuit)
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{
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var divingSuit = Character.Inventory.FindItemByTag(Tags.HeavyDivingGear);
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if (divingSuit != null && !divingSuit.HasTag(Tags.DivingGearWearableIndoors))
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var divingSuit = Character.Inventory.FindEquippedItemByTag(Tags.HeavyDivingGear);
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if (divingSuit != null && !divingSuit.HasTag(Tags.DivingGearWearableIndoors) && divingSuit.IsInteractable(Character))
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{
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if (shouldActOnSuffocation || Character.Submarine?.TeamID != Character.TeamID || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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{
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@@ -727,54 +727,51 @@ namespace Barotrauma
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}
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}
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if (takeMaskOff)
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{
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if (Character.HasEquippedItem(Tags.LightDivingGear))
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{
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var mask = Character.Inventory.FindEquippedItemByTag(Tags.LightDivingGear);
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if (mask != null)
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{
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var mask = Character.Inventory.FindItemByTag(Tags.LightDivingGear);
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if (mask != null)
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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if (Character.Submarine?.TeamID != Character.TeamID || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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{
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if (Character.Submarine?.TeamID != Character.TeamID || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
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{
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findItemState = FindItemState.DivingMask;
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if (FindSuitableContainer(mask, out Item targetContainer))
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{
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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else if (findItemState == FindItemState.None || findItemState == FindItemState.DivingMask)
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{
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findItemState = FindItemState.DivingMask;
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if (FindSuitableContainer(mask, out Item targetContainer))
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findItemState = FindItemState.None;
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itemIndex = 0;
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if (targetContainer != null)
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{
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findItemState = FindItemState.None;
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itemIndex = 0;
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if (targetContainer != null)
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var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () =>
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{
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var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () =>
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{
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ReequipUnequipped();
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IgnoredItems.Add(targetContainer);
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};
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decontainObjective.Completed += () => ReequipUnequipped();
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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else
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{
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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}
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IgnoredItems.Add(targetContainer);
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};
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decontainObjective.Completed += () => ReequipUnequipped();
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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else
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{
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mask.Drop(Character);
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HandleRelocation(mask);
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ReequipUnequipped();
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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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ReequipUnequipped();
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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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ReequipUnequipped();
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}
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}
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}
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}
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}
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@@ -784,13 +781,11 @@ namespace Barotrauma
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if (findItemState == FindItemState.None || findItemState == FindItemState.OtherItem)
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{
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for (int i = 0; i < 2; i++)
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foreach (Item item in Character.HeldItems)
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{
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var hand = i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand;
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Item item = Character.Inventory.GetItemInLimbSlot(hand);
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if (item == null) { continue; }
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if (item == null || !item.IsInteractable(Character)) { continue; }
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if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }) && Character.Submarine?.TeamID == Character.TeamID )
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if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, CharacterInventory.AnySlot) && Character.Submarine?.TeamID == Character.TeamID)
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{
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if (item.AllowedSlots.Contains(InvSlotType.Bag) && Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Bag })) { continue; }
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findItemState = FindItemState.OtherItem;
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@@ -1389,7 +1384,10 @@ namespace Barotrauma
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// Don't react to friendly enemy AI attacking other characters. E.g. husks attacking someone when whe are a cultist.
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continue;
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}
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bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
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bool isWitnessing =
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otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) ||
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otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull) ||
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otherCharacter.CanSeeTarget(attacker, seeThroughWindows: true);
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if (!isWitnessing)
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{
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//if the other character did not witness the attack, and the character is not within report range (or capable of reporting)
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@@ -1754,11 +1752,11 @@ namespace Barotrauma
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if (otherCharacter == character || otherCharacter.TeamID == character.TeamID || otherCharacter.IsDead ||
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otherCharacter.Info?.Job == null ||
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otherCharacter.AIController is not HumanAIController otherHumanAI ||
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!otherHumanAI.VisibleHulls.Contains(character.CurrentHull))
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Vector2.DistanceSquared(otherCharacter.WorldPosition, character.WorldPosition) > 1000.0f * 1000.0f)
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{
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continue;
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}
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if (!otherCharacter.CanSeeTarget(character)) { continue; }
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if (!otherCharacter.CanSeeTarget(character, seeThroughWindows: true)) { continue; }
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if (!otherHumanAI.structureDamageAccumulator.ContainsKey(character)) { otherHumanAI.structureDamageAccumulator.Add(character, 0.0f); }
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float prevAccumulatedDamage = otherHumanAI.structureDamageAccumulator[character];
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@@ -1840,13 +1838,13 @@ namespace Barotrauma
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foreach (Character otherCharacter in Character.CharacterList)
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{
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if (otherCharacter == thief || otherCharacter.TeamID == thief.TeamID || otherCharacter.IsIncapacitated || otherCharacter.Stun > 0.0f ||
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otherCharacter.Info?.Job == null || !(otherCharacter.AIController is HumanAIController otherHumanAI) ||
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!otherHumanAI.VisibleHulls.Contains(thief.CurrentHull))
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otherCharacter.Info?.Job == null || otherCharacter.AIController is not HumanAIController otherHumanAI ||
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Vector2.DistanceSquared(otherCharacter.WorldPosition, thief.WorldPosition) > 1000.0f * 1000.0f)
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{
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continue;
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}
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//if (!otherCharacter.IsFacing(thief.WorldPosition)) { continue; }
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if (!otherCharacter.CanSeeTarget(thief)) { continue; }
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if (!otherCharacter.CanSeeTarget(thief, seeThroughWindows: true)) { continue; }
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// Don't react if the player is taking an extinguisher and there's any fires on the sub, or diving gear when the sub is flooding
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// -> allow them to use the emergency items
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if (thief.Submarine != null)
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