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This repository was archived by the owner on Jan 5, 2024. It is now read-only.

Commit 21a8ad1

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GacyrGacyr
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Merge branch 'development'
2 parents d45bbd8 + 65e9ab4 commit 21a8ad1

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9,254 files changed

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.github/CODEOWNERS

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@@ -13,8 +13,10 @@
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#Sprite Owners
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*.bmp @spriters
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*.png @spriters
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#Audio Owners
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*.wav @audio-makers
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*.ogg @audio-makers
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*.flac @audio-makers
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*.mp3 @audio-makers

.gitignore

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@@ -42,24 +42,27 @@ luac.out
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*.x86_64
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*.hex
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# Manifest files
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*.manifest
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.vs/
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_Screenshots/
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Base.rte/Settings.ini
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Benchmark.rte/
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Scenes.rte/
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Metagames.rte/
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Microsoft.VC90.CRT.manifest
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DedicatedServer.bat
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DedicatedServerDebug.bat
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Cortex Command Experimental Multiplayer Operations Guide.docx
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allegro.log
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Cortex Command.exe.manifest
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Cortex Command.debug.ilk
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abortscreen.bmp
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MemCleanupInfo.txt
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MemCleanupInfo.txt
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LogPublish.txt
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LogLoading.txt
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LogLoadingWarning.txt
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LogConsole.txt
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Console.dump.log
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Console.input.log

Base.rte/AI.ini

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Original file line numberDiff line numberDiff line change
@@ -11,7 +11,7 @@ AddActor = AHuman
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GlobalAccScalar = 0
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ScriptPath = Base.rte/AI/PathFinder.lua
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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Health = 100
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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FGArm = Arm
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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Hand = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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MaxLength = 0
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BGArm = Arm
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PresetName = Null Arm BG
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Mass = 0
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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Hand = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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MaxLength = 0
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FGLeg = Leg
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PresetName = Null Leg FG
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Mass = 0
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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BGLeg = Leg
@@ -67,7 +67,7 @@ AddActor = AHuman
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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HandGroup = AtomGroup
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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Buyable = 0
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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Buyable = 0
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup
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HitsMOs = 0
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GetsHitByMOs = 0
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SpriteFile = ContentFile
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FilePath = Base.rte/Null.bmp
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FilePath = Base.rte/Null.png
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Buyable = 0
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AtomGroup = AtomGroup
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CopyOf = Null AtomGroup

Base.rte/AI/CrabBehaviors.lua

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@@ -44,7 +44,7 @@ function CrabBehaviors.LookForTargets(AI, Owner)
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FoundMO = ToACRocket(FoundMO)
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elseif FoundMO.ClassName == "ACDropShip" then
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FoundMO = ToACDropShip(FoundMO)
47-
elseif FoundMO.ClassName == "ADoor" then
47+
elseif FoundMO.ClassName == "ADoor" and HumanBehaviors.GetProjectileData(Owner).pen * 0.9 > ToADoor(FoundMO).Door.Material.StructuralIntegrity then
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FoundMO = ToADoor(FoundMO)
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elseif FoundMO.ClassName == "Actor" then
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FoundMO = ToActor(FoundMO)

Base.rte/AI/DropShipAI.lua

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@@ -10,3 +10,13 @@ end
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function UpdateAI(self)
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self.AI:Update(self)
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end
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function Update(self)
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--Re-orient the craft at 180 degrees to help rotational AI
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if self.RotAngle > math.pi then
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self.RotAngle = self.RotAngle - (math.pi * 2);
18+
end
19+
if self.RotAngle < -math.pi then
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self.RotAngle = self.RotAngle + (math.pi * 2);
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end
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end

Base.rte/AI/HumanAI.lua

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@@ -11,7 +11,6 @@ function Create(self)
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self.visibleInventory = true;
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end
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function Update(self)
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self.controller = self:GetController();
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if self.alternativeGib then
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HumanFunctions.DoAutomaticEquip(self);
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end
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if self.armSway then
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HumanFunctions.DoArmSway(self, (self.Health / self.MaxHealth)); --Argument: shove strength
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HumanFunctions.DoArmSway(self, (self.Health/self.MaxHealth)); --Argument: shove strength
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end
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if self.visibleInventory then
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HumanFunctions.DoVisibleInventory(self, false); --Argument: whether to show all items

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