(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks
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@@ -281,7 +281,7 @@ namespace Barotrauma.Items.Components
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float dist = fromItemToLeak.Length();
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//too far away -> consider this done and hope the AI is smart enough to move closer
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if (dist > Range * 3.0f) { return true; }
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if (dist > Range * 5.0f) return true;
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// TODO: use the collider size?
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController &&
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@@ -344,19 +344,7 @@ namespace Barotrauma.Items.Components
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character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
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if (item.RequireAimToUse)
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{
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bool isOperatingButtons = false;
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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{
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var door = indoorSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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}
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if (!isOperatingButtons)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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character.SetInput(InputType.Aim, false, true);
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}
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// Press the trigger only when the tool is approximately facing the target.
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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@@ -412,8 +400,7 @@ namespace Barotrauma.Items.Components
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object value = property.GetValue(target);
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if (value.GetType() == typeof(float))
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{
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var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, (float)value / 100, Color.DarkGray * 0.5f, Color.White);
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if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
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user.UpdateHUDProgressBar(door, door.Item.WorldPosition, (float)value / 100, Color.DarkGray * 0.5f, Color.White);
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}
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}
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}
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