2f107db...5202af9
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@@ -4,7 +4,6 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace Barotrauma.Items.Components
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{
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partial class Door : Pickable, IDrawableComponent, IServerSerializable
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@@ -12,6 +11,15 @@ namespace Barotrauma.Items.Components
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private ConvexHull convexHull;
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private ConvexHull convexHull2;
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//openState when the vertices of the convex hull were last calculated
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private float lastConvexHullState;
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public Vector2 DrawSize
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{
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//use the extents of the item as the draw size
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get { return Vector2.Zero; }
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}
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private Vector2[] GetConvexHullCorners(Rectangle rect)
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{
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Vector2[] corners = new Vector2[4];
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@@ -32,7 +40,7 @@ namespace Barotrauma.Items.Components
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(int)(doorSprite.size.Y * item.Scale));
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Rectangle rect = doorRect;
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if (isHorizontal)
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if (IsHorizontal)
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{
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rect.Width = (int)(rect.Width * (1.0f - openState));
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}
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@@ -41,9 +49,9 @@ namespace Barotrauma.Items.Components
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rect.Height = (int)(rect.Height * (1.0f - openState));
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}
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if (window.Height > 0 && window.Width > 0)
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if (Window.Height > 0 && Window.Width > 0)
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{
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rect.Height = -(int)(window.Y * item.Scale);
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rect.Height = -(int)(Window.Y * item.Scale);
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rect.Y += (int)(doorRect.Height * openState);
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rect.Height = Math.Max(rect.Height - (rect.Y - doorRect.Y), 0);
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@@ -52,7 +60,7 @@ namespace Barotrauma.Items.Components
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if (convexHull2 != null)
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{
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Rectangle rect2 = doorRect;
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rect2.Y = rect2.Y + (int)((window.Y * item.Scale - window.Height * item.Scale));
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rect2.Y = rect2.Y + (int)((Window.Y * item.Scale - Window.Height * item.Scale));
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rect2.Y += (int)(doorRect.Height * openState);
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rect2.Y = Math.Min(doorRect.Y, rect2.Y);
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@@ -105,11 +113,11 @@ namespace Barotrauma.Items.Components
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if (openState == 1.0f)
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{
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body.Enabled = false;
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Body.Enabled = false;
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return;
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}
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if (isHorizontal)
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if (IsHorizontal)
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{
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Vector2 pos = new Vector2(item.Rect.X, item.Rect.Y - item.Rect.Height / 2);
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if (item.Submarine != null) pos += item.Submarine.DrawPosition;
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@@ -159,9 +167,49 @@ namespace Barotrauma.Items.Components
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(int)brokenSprite.size.X, (int)(brokenSprite.size.Y * (1.0f - openState))),
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color * alpha, 0.0f, brokenSprite.Origin, scale * item.Scale, SpriteEffects.None, brokenSprite.Depth);
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}
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}
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}
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partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage)
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{
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if (isStuck ||
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(PredictedState == null && isOpen == open) ||
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(PredictedState != null && isOpen == PredictedState.Value && isOpen == open))
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{
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return;
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}
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if (GameMain.Client != null && !isNetworkMessage)
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{
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bool stateChanged = open != PredictedState;
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//clients can "predict" that the door opens/closes when a signal is received
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//the prediction will be reset after 1 second, setting the door to a state
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//sent by the server, or reverting it back to its old state if no msg from server was received
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PredictedState = open;
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resetPredictionTimer = CorrectionDelay;
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if (stateChanged) PlaySound(ActionType.OnUse, item.WorldPosition);
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}
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else
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{
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isOpen = open;
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if (!isNetworkMessage || open != PredictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
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}
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//opening a partially stuck door makes it less stuck
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if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
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}
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public override void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
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{
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base.ClientRead(type, msg, sendingTime);
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SetState(msg.ReadBoolean(), isNetworkMessage: true, sendNetworkMessage: false);
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Stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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PredictedState = null;
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}
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}
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}
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