(c7ebe3cdb) Fixed: Old TextManager.Get call
This commit is contained in:
@@ -220,5 +220,6 @@
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\VideoPlayer.cs" />
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</ItemGroup>
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</Project>
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@@ -567,45 +567,6 @@ namespace Barotrauma
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}
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}, isCheat: true));
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commands.Add(new Command("alpha", "Change the alpha (as bytes from 0 to 255) of the selected item/structure instances. Applied only in the subeditor.", (string[] args) =>
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{
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s)/structure(s) first!");
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}
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else
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{
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if (args.Length > 0)
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{
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if (!byte.TryParse(args[0], out byte a))
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{
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ThrowError($"Failed to parse value for ALPHA from {args[0]}");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Structure s)
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{
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s.SpriteColor = new Color(s.SpriteColor.R, s.SpriteColor.G, s.SpriteColor.G, a);
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}
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else if (mapEntity is Item i)
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{
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i.SpriteColor = new Color(i.SpriteColor.R, i.SpriteColor.G, i.SpriteColor.G, a);
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}
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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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ThrowError("Not enough arguments provided! One required!");
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}
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}
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}
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}, isCheat: true));
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commands.Add(new Command("tutorial", "", (string[] args) =>
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{
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TutorialMode.StartTutorial(Tutorials.Tutorial.Tutorials[0]);
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@@ -974,6 +935,30 @@ namespace Barotrauma
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}
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}
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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}, isCheat: false));
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#endif
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@@ -481,7 +481,7 @@ namespace Barotrauma.Tutorials
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}
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break;
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case ContentTypes.Text:
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infoBox = CreateInfoFrame(TextManager.Get(activeSegment.Name), TextManager.Get(activeSegment.Content.GetAttributeString("tag", ""), false, args),
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infoBox = CreateInfoFrame(TextManager.Get(activeSegment.Name), TextManager.GetFormatted(activeSegment.Content.GetAttributeString("tag", ""), false, args),
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activeSegment.Content.GetAttributeInt("width", 300),
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activeSegment.Content.GetAttributeInt("height", 80),
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activeSegment.Content.GetAttributeString("anchor", "Center"), true, CurrentSegmentStopCallback);
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@@ -865,40 +865,14 @@ namespace Barotrauma.Networking
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CoroutineManager.StopCoroutines("WaitInServerQueue");
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}
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else
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{
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//disconnected/denied for some other reason than the server being full
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// -> stop queuing and show a message box
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waitInServerQueueBox?.Close();
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waitInServerQueueBox = null;
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CoroutineManager.StopCoroutines("WaitInServerQueue");
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}
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if (allowReconnect && disconnectReason == DisconnectReason.Unknown)
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{
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DebugConsole.NewMessage("Attempting to reconnect...");
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string msg = TextManager.GetServerMessage(disconnectMsg);
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msg = string.IsNullOrWhiteSpace(msg) ?
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TextManager.Get("ConnectionLostReconnecting") :
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msg + '\n' + TextManager.Get("ConnectionLostReconnecting");
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reconnectBox = new GUIMessageBox(
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TextManager.Get("ConnectionLost"),
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msg, new string[0]);
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connected = false;
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ConnectToServer(serverIP);
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}
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else
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{
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string msg = "";
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if (disconnectReason == DisconnectReason.Unknown)
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{
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DebugConsole.NewMessage("Do not attempt reconnect (not allowed).");
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msg = disconnectMsg;
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}
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else
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{
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DebugConsole.NewMessage("Do not attempt to reconnect (DisconnectReason doesn't allow reconnection).");
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msg = TextManager.Get("DisconnectReason." + disconnectReason.ToString());
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if (allowReconnect && disconnectReason == DisconnectReason.Unknown)
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@@ -1394,6 +1368,9 @@ namespace Barotrauma.Networking
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case ServerNetObject.CLIENT_LIST:
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ReadClientList(inc);
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break;
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case ServerNetObject.CLIENT_LIST:
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ReadClientList(inc);
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break;
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case ServerNetObject.CHAT_MESSAGE:
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ChatMessage.ClientRead(inc);
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break;
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@@ -365,12 +365,6 @@ namespace Barotrauma.Networking
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msg.Write((byte)ServerNetObject.ENTITY_EVENT);
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Write(msg, eventsToSync, out sentEvents, client);
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}
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foreach (NetEntityEvent entityEvent in sentEvents)
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{
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(entityEvent as ServerEntityEvent).Sent = true;
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client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
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}
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sentEvents = eventsToSync;
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}
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@@ -475,18 +475,6 @@ namespace Barotrauma
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}
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attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos);
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}
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else
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{
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// Take the sub position into account in the sim pos
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if (Character.Submarine == null && SelectedAiTarget.Entity.Submarine != null)
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{
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attackSimPos += SelectedAiTarget.Entity.Submarine.SimPosition;
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}
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else if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine == null)
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{
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attackSimPos -= Character.Submarine.SimPosition;
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}
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}
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if (raycastTimer > 0.0)
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{
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@@ -546,9 +534,7 @@ namespace Barotrauma
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}
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}
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}
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bool canAttack = true;
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if (IsCoolDownRunning)
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else
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{
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UpdateWallTarget();
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raycastTimer = RaycastInterval;
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@@ -1032,46 +1018,15 @@ namespace Barotrauma
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{
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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else if (targetCharacter.Submarine != null && Character.Submarine == null)
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{
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//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
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targetingTag = "room";
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}
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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{
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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}
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else if (target.Entity != null)
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{
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//skip the target if it's a room and the character is already inside a sub
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if (character.CurrentHull != null && target.Entity is Hull) continue;
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Door door = null;
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if (target.Entity is Item item)
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{
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if (targetCharacter.AIController is EnemyAIController enemy)
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{
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targetingTag = "room";
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}
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door = item.GetComponent<Door>();
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foreach (TargetingPriority prio in targetingPriorities.Values)
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{
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if (item.HasTag(prio.TargetTag))
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if (enemy.combatStrength > combatStrength)
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{
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targetingTag = "stronger";
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}
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}
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}
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else if (target.Entity is Structure s)
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{
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targetingTag = "wall";
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if (aggressiveBoarding)
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{
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// Ignore walls when inside.
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valueModifier = character.CurrentHull == null ? 2 : 0;
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if (valueModifier > 0)
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else if (enemy.combatStrength < combatStrength)
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{
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targetingTag = "weaker";
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}
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@@ -1203,14 +1158,6 @@ namespace Barotrauma
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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{
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latchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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escapePoint = Vector2.Zero;
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wallTarget = null;
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}
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if (toBeRemoved != null)
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{
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foreach (AITarget target in toBeRemoved)
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@@ -1232,6 +1179,19 @@ namespace Barotrauma
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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{
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latchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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}
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private int GetMinimumPassableHoleCount()
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{
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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private bool CanPassThroughHole(Structure wall, int sectionIndex)
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{
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int requiredHoleCount = GetMinimumPassableHoleCount();
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@@ -408,7 +408,7 @@ namespace Barotrauma
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}
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}
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}
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else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
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while (MainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
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{
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movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
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if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
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@@ -1037,6 +1037,8 @@ namespace Barotrauma
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CheckValidity();
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CheckValidity();
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UpdateNetPlayerPosition(deltaTime);
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CheckDistFromCollider();
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UpdateCollisionCategories();
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@@ -1348,7 +1350,7 @@ namespace Barotrauma
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SetInitialLimbPositions();
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return;
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}
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return true;
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UpdateProjSpecific(deltaTime);
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}
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partial void UpdateProjSpecific(float deltaTime);
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@@ -179,6 +179,9 @@ namespace Barotrauma.Items.Components
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newConnection.Item.Position - refSub.HiddenSubPosition;
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if (nodes.Count > 0 && nodes[0] == nodePos) break;
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if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
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if (nodes.Count > 0 && nodes[0] == nodePos) break;
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if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
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@@ -186,6 +186,9 @@ namespace Barotrauma
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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@@ -48,6 +48,18 @@ namespace Barotrauma
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private set;
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}
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public Vector2 LinearVelocity
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{
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get;
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private set;
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}
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public float AngularVelocity
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{
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get;
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private set;
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}
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public readonly float Timestamp;
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public readonly UInt16 ID;
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