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Merge branch 'development' into acdropship-classname-comparisons
2 parents 95072df + 39f3b88 commit 49ad662

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CHANGELOG.md

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@@ -187,6 +187,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Fixed several issues with the way pie menus and aiming interacts between players, such as opening the pie menu always resetting the M&KB player's aim and pie selection, as well as another issue where the pie menu would fail to appear entirely for some players.
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- Fixed issue where scripts applied to `MovableObject`s could become disordered in certain circumstances.
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</details>
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<details><summary><b>Removed</b></summary>

Data/Base.rte/AI/SharedBehaviors.lua

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@@ -259,7 +259,7 @@ function SharedBehaviors.Patrol(AI, Owner, Abort)
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if Dist:MagnitudeIsGreaterThan(20) then
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Owner:ClearAIWaypoints();
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Owner:AddAISceneWaypoint(Free);
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Owner:AddAISceneWaypoint(Free);
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Owner:UpdateMovePath();
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-- wait until movepath is updated
@@ -434,7 +434,7 @@ function SharedBehaviors.GoToWpt(AI, Owner, Abort)
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local obstacleState = Actor.PROCEEDING;
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local Obst = {R_LOW = 1, R_FRONT = 2, R_HIGH = 3, R_UP = 5, L_UP = 6, L_HIGH = 8, L_FRONT = 9, L_LOW = 10};
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local Facings = {{aim=0, facing=0}, {aim=1.4, facing=1.4}, {aim=1.4, facing=math.pi-1.4}, {aim=0, facing=math.pi}};
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local NeedsNewPath, Waypoint, HasMovePath, Dist, CurrDist;
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NeedsNewPath = true;
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@@ -518,7 +518,7 @@ function SharedBehaviors.GoToWpt(AI, Owner, Abort)
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end
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AverageVel = SharedBehaviors.UpdateAverageVel(Owner, AverageVel);
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local stuckThreshold = 2.5; -- pixels per second of movement we need to be considered not stuck
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-- Cap AverageVel, so if we have a spike in velocity it doesn't take too long to come back down
@@ -1089,7 +1089,7 @@ function SharedBehaviors.GetProjectileData(Owner)
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PrjDat.vqu = PrjDat.vsq^2; -- muzzle velocity quad
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PrjDat.drg = 1 - Projectile.AirResistance * TimerMan.DeltaTimeSecs; -- AirResistance is stored as the ini-value times 60
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PrjDat.thr = math.min(Projectile.AirThreshold, PrjDat.vel);
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PrjDat.pen = (Projectile.Mass * Projectile.Sharpness * PrjDat.vel) * PrjDat.drg;
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PrjDat.pen = Weapon:GetAIPenetration() * PrjDat.drg;
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PrjDat.blast = Weapon:GetAIBlastRadius();
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if PrjDat.blast > 0 or Weapon:IsInGroup("Weapons - Explosive") then

Data/Base.rte/Actors/Mecha/AADrone/Drone.ini

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@@ -85,8 +85,21 @@ AddDevice = HDFirearm
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Flash = Attachable
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CopyOf = Muzzle Flash SMG
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FireSound = SoundContainer
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Fire1.flac
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AttenuationStartDistance = 165
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SoundSelectionCycleMode = All
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AddSoundSet = SoundSet
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Shot1.flac
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Shot2.flac
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Shot3.flac
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Shot4.flac
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Shot5.flac
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AddSound = ContentFile
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FilePath = Ronin.rte/Devices/Weapons/AK47/Sounds/Shot6.flac
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EmptySound = SoundContainer
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Devices/EmptyClick1.flac
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Data/Browncoats.rte/Actors.ini

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@@ -11,11 +11,11 @@ IncludeFile = Browncoats.rte/Actors/Shared.ini
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IncludeFile = Browncoats.rte/Actors/Infantry/BrowncoatLight/BrowncoatLight.ini
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IncludeFile = Browncoats.rte/Actors/Infantry/BrowncoatHeavy/BrowncoatHeavy.ini
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IncludeFile = Browncoats.rte/Actors/Infantry/BrowncoatBoss/BrowncoatBoss.ini
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//IncludeFile = Browncoats.rte/Actors/Infantry/BrowncoatBoss/BrowncoatBoss.ini
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///////////////////////////////////////////////////////////////////////
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// Turrets
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IncludeFile = Browncoats.rte/Actors/Turrets/Hearthkeeper/Hearthkeeper.ini
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IncludeFile = Browncoats.rte/Actors/Turrets/Thunderer/Thunderer.ini
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//IncludeFile = Browncoats.rte/Actors/Turrets/Hearthkeeper/Hearthkeeper.ini
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//IncludeFile = Browncoats.rte/Actors/Turrets/Thunderer/Thunderer.ini

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