v1.4.4.1 (Blood in the Water Update)
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+11
-6
@@ -45,13 +45,18 @@ namespace Barotrauma
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else
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{
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float characterY = character.CurrentHull?.WorldPosition.Y ?? character.WorldPosition.Y;
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float yDist = Math.Abs(characterY - targetHull.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 3 : 0;
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
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if (targetHull == character.CurrentHull || HumanAIController.VisibleHulls.Contains(targetHull))
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float distanceFactor = 1.0f;
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if (targetHull != character.CurrentHull &&
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!HumanAIController.VisibleHulls.Contains(targetHull))
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{
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distanceFactor = 1;
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distanceFactor =
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GetDistanceFactor(
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new Vector2(character.WorldPosition.Y, characterY),
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targetHull.WorldPosition,
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verticalDistanceMultiplier: 3,
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maxDistance: 5000,
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factorAtMaxDistance: 0.1f);
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}
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float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
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if (severity > 0.75f && !isOrder &&
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