2f107db...5202af9
This commit is contained in:
@@ -0,0 +1,48 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Xml;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class HumanoidAnimParams : ISerializableEntity
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{
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private static GUIListBox editor;
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public static GUIListBox Editor
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{
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get
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{
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if (editor == null)
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{
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editor = new GUIListBox(new RectTransform(new Vector2(0.3f, 1), GUI.Canvas));
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//editor.AddChild(new SerializableEntityEditor(editor.RectTransform, WalkInstance, false, true, elementHeight: 20));
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//editor.AddChild(new SerializableEntityEditor(editor.RectTransform, RunInstance, false, true, elementHeight: 20));
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}
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return editor;
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}
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}
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public void Save()
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{
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XDocument doc = XMLExtensions.TryLoadXml(filePath);
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if (doc == null || doc.Root == null) return;
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SerializableProperty.SerializeProperties(this, doc.Root, true);
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XmlWriterSettings settings = new XmlWriterSettings();
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settings.Indent = true;
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settings.OmitXmlDeclaration = true;
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settings.NewLineOnAttributes = true;
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using (var writer = XmlWriter.Create(filePath, settings))
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{
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doc.WriteTo(writer);
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writer.Flush();
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}
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}
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}
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}
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@@ -7,9 +7,9 @@ using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using Barotrauma.Particles;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -17,6 +17,233 @@ namespace Barotrauma
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{
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public HashSet<SpriteDeformation> SpriteDeformations { get; protected set; } = new HashSet<SpriteDeformation>();
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/// <summary>
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/// Inversed draw order, which is used for drawing the limbs in 3d (deformable sprites).
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/// </summary>
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protected Limb[] inversedLimbDrawOrder;
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partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos)
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{
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if (character != GameMain.Client.Character || !character.AllowInput)
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{
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//remove states without a timestamp (there may still be ID-based states
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//in the list when the controlled character switches to timestamp-based interpolation)
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character.MemState.RemoveAll(m => m.Timestamp == 0.0f);
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//use simple interpolation for other players' characters and characters that can't move
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if (character.MemState.Count > 0)
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{
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CharacterStateInfo serverPos = character.MemState.Last();
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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character.isSynced = true;
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return;
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}
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if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
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{
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character.DeselectCharacter();
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character.SelectedConstruction = null;
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}
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else if (character.MemState[0].Interact is Character)
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{
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character.SelectCharacter((Character)character.MemState[0].Interact);
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}
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else if (character.MemState[0].Interact is Item newSelectedConstruction)
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{
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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foreach (var ic in newSelectedConstruction.Components)
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{
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if (ic.CanBeSelected) ic.Select(character);
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}
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}
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character.SelectedConstruction = newSelectedConstruction;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 1.0f);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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character.MemLocalState.Clear();
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}
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else
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{
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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if (character.MemState.Count < 1) return;
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overrideTargetMovement = Vector2.Zero;
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CharacterStateInfo serverPos = character.MemState.Last();
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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character.isSynced = true;
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return;
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}
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int localPosIndex = character.MemLocalState.FindIndex(m => m.ID == serverPos.ID);
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if (localPosIndex > -1)
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{
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CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
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//the entity we're interacting with doesn't match the server's
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if (localPos.Interact != serverPos.Interact)
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{
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if (serverPos.Interact == null || serverPos.Interact.Removed)
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{
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character.DeselectCharacter();
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character.SelectedConstruction = null;
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}
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else if (serverPos.Interact is Character)
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{
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character.SelectCharacter((Character)serverPos.Interact);
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}
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else
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{
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var newSelectedConstruction = (Item)serverPos.Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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newSelectedConstruction.TryInteract(character, true, true);
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}
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character.SelectedConstruction = newSelectedConstruction;
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}
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}
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if (localPos.Animation != serverPos.Animation)
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{
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if (serverPos.Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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}
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Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos);
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Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos);
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if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine)
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{
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//hull subs don't match => teleport the camera to the other sub
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character.Submarine = serverHull.Submarine;
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character.CurrentHull = currentHull = serverHull;
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SetPosition(serverPos.Position);
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character.MemLocalState.Clear();
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}
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else
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{
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Vector2 positionError = serverPos.Position - localPos.Position;
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float rotationError = serverPos.Rotation - localPos.Rotation;
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for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
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{
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Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos);
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if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
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character.MemLocalState[i].Translate(positionError, rotationError);
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}
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float errorMagnitude = positionError.Length();
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if (errorMagnitude > 0.01f)
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{
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Collider.TargetPosition = Collider.SimPosition + positionError;
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Collider.TargetRotation = Collider.Rotation + rotationError;
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Collider.MoveToTargetPosition(lerp: true);
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if (errorMagnitude > 0.5f)
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{
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character.MemLocalState.Clear();
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foreach (Limb limb in Limbs)
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{
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limb.body.TargetPosition = limb.body.SimPosition + positionError;
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limb.body.MoveToTargetPosition(lerp: true);
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}
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}
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}
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}
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}
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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}
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}
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = Math.Min(impact - 3.0f, 1.0f);
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@@ -42,7 +269,7 @@ namespace Barotrauma
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}
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else if (body.UserData is Limb || body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer || GameMain.Server != null)
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if (!character.IsRemotePlayer)
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{
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if (impact > ImpactTolerance)
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{
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@@ -115,7 +342,7 @@ namespace Barotrauma
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depthSortedLimbs.Reverse();
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inversedLimbDrawOrder = depthSortedLimbs.ToArray();
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}
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partial void UpdateProjSpecific(float deltaTime)
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{
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LimbJoints.ForEach(j => j.UpdateDeformations(deltaTime));
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