v1.4.4.1 (Blood in the Water Update)
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@@ -3,21 +3,24 @@ using System.Linq;
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namespace Barotrauma
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{
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/// <summary>
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/// Makes an NPC follow or stop following a specific target.
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/// </summary>
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class NPCFollowAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should follow the target.")]
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public Identifier NPCTag { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the target. Can be any type of entity: if it's a static one like a device or a hull, the NPC will just stay at the position of that target.")]
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public Identifier TargetTag { get; set; }
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[Serialize(true, IsPropertySaveable.Yes)]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the NPC start or stop following the target?")]
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public bool Follow { get; set; }
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[Serialize(-1, IsPropertySaveable.Yes)]
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[Serialize(-1, IsPropertySaveable.Yes, description: "Maximum number of NPCs to target (e.g. you could choose to only make a specific number of security officers follow the player.)")]
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public int MaxTargets { get; set; }
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[Serialize(true, IsPropertySaveable.Yes)]
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[Serialize(true, IsPropertySaveable.Yes, description: "The event actions reset when a GoTo action makes the event jump to a different point. Should the NPC stop following the target when the event resets?")]
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public bool AbandonOnReset { get; set; }
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private bool isFinished = false;
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