v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -3,21 +3,24 @@ using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Makes an NPC follow or stop following a specific target.
/// </summary>
class NPCFollowAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should follow the target.")]
public Identifier NPCTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[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.")]
public Identifier TargetTag { get; set; }
[Serialize(true, IsPropertySaveable.Yes)]
[Serialize(true, IsPropertySaveable.Yes, description: "Should the NPC start or stop following the target?")]
public bool Follow { get; set; }
[Serialize(-1, IsPropertySaveable.Yes)]
[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.)")]
public int MaxTargets { get; set; }
[Serialize(true, IsPropertySaveable.Yes)]
[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?")]
public bool AbandonOnReset { get; set; }
private bool isFinished = false;