Faction Test 100.6.0.0

This commit is contained in:
Markus Isberg
2022-11-25 19:55:45 +02:00
parent c44fb0ad3a
commit 0057f5bfce
130 changed files with 2771 additions and 1509 deletions
@@ -141,6 +141,8 @@ namespace Barotrauma
private readonly bool[] hasStatusEffectsOfType = new bool[Enum.GetValues(typeof(ActionType)).Length];
private readonly Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
public Action OnInteract;
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; protected set; }
private bool? hasInGameEditableProperties;
@@ -867,6 +869,8 @@ namespace Barotrauma
}
}
public Action<Character> OnDeselect;
public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine, ushort id = Entity.NullEntityID, bool callOnItemLoaded = true)
: this(new Rectangle(
(int)(position.X - itemPrefab.Sprite.size.X / 2 * itemPrefab.Scale),
@@ -2166,12 +2170,15 @@ namespace Barotrauma
if (projectile.ShouldIgnoreSubmarineCollision(f2, contact)) { return false; }
}
contact.GetWorldManifold(out Vector2 normal, out _);
if (contact.FixtureA.Body == f1.Body) { normal = -normal; }
float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
if (GameMain.GameSession == null || GameMain.GameSession.RoundDuration > 1.0f)
{
contact.GetWorldManifold(out Vector2 normal, out _);
if (contact.FixtureA.Body == f1.Body) { normal = -normal; }
float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
impactQueue ??= new ConcurrentQueue<float>();
impactQueue.Enqueue(impact);
}
impactQueue ??= new ConcurrentQueue<float>();
impactQueue.Enqueue(impact);
isActive = true;
return true;
@@ -2611,12 +2618,14 @@ namespace Barotrauma
if (user == Character.Controlled) { GUI.ForceMouseOn(null); }
if (tempRequiredSkill != null) { requiredSkill = tempRequiredSkill; }
#endif
if (ic.CanBeSelected && !(ic is Door)) { selected = true; }
if (ic.CanBeSelected && ic is not Door) { selected = true; }
}
}
if (!picked) { return false; }
OnInteract?.Invoke();
if (user != null)
{
if (user.SelectedItem == this)
@@ -2785,6 +2794,7 @@ namespace Barotrauma
if (GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(this, new ApplyStatusEffectEventData(conditionalActionType, ic, character, targetLimb));
GameMain.NetworkMember.CreateEntityEvent(this, new ApplyStatusEffectEventData(ActionType.OnUse, ic, character, targetLimb));
}
if (ic.DeleteOnUse) { remove = true; }