Merge branch 'master' of https://github.com/Regalis11/Barotrauma
Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
This commit is contained in:
@@ -9,6 +9,8 @@ namespace Barotrauma
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public enum Animation { None, Climbing, UsingConstruction, Struggle, CPR };
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public Animation Anim;
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public LimbType GrabLimb;
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protected Character character;
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protected float walkSpeed, swimSpeed;
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+165
-34
@@ -20,6 +20,7 @@ namespace Barotrauma
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private float thighTorque;
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private float cprAnimState;
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private float cprPump;
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private float inWaterTimer;
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private bool swimming;
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@@ -872,7 +873,34 @@ namespace Barotrauma
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character.SelectedConstruction = null;
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IgnorePlatforms = false;
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}
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else if (character.SelectedCharacter != null && !character.SelectedCharacter.AllowInput)
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{
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Limb targetLeftHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.LeftHand);
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Limb targetRightHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.RightHand);
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Limb targetTorso = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso);
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if (character.SelectedCharacter.AnimController.Dir != Dir)
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character.SelectedCharacter.AnimController.Flip();
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targetTorso.pullJoint.Enabled = true;
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targetTorso.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * -Dir) * 0.2f;
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targetTorso.pullJoint.MaxForce = 5000.0f;
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if (!targetLeftHand.IsSevered)
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{
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targetLeftHand.pullJoint.Enabled = true;
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targetLeftHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
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targetLeftHand.pullJoint.MaxForce = 5000.0f;
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}
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if (!targetRightHand.IsSevered)
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{
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targetRightHand.pullJoint.Enabled = true;
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targetRightHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
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targetRightHand.pullJoint.MaxForce = 5000.0f;
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}
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character.SelectedCharacter.AnimController.IgnorePlatforms = true;
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}
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}
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private void UpdateCPR(float deltaTime)
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@@ -883,11 +911,16 @@ namespace Barotrauma
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return;
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}
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Character target = character.SelectedCharacter;
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Crouching = true;
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Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
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var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
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Vector2 diff = target.SimPosition - character.SimPosition;
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Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
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Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
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targetMovement = new Vector2(diff.X, 0.0f);
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@@ -895,21 +928,98 @@ namespace Barotrauma
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UpdateStanding();
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Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY * 0.2f;
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Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
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Grab(handPos, handPos);
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float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
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cprAnimState += deltaTime * 8.0f;
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Vector2 colliderPos = GetColliderBottom();
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var head = GetLimb(LimbType.Head);
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
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head.pullJoint.Enabled = true;
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if (GameMain.Client == null) //Serverside code
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{
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if (target.Bleeding <= 0.5f && target.Oxygen <= 0.0f) //If they're bleeding too hard CPR will hurt them
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{
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target.Oxygen += deltaTime * 0.5f; //Stabilize them
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}
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}
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int skill = character.GetSkillLevel("Medical");
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if (cprAnimState % 17 > 15.0f)
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{
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float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
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torso.pullJoint.Enabled = true;
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if (GameMain.Client == null) //Serverside code
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{
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float cpr = skill / 2.0f; //Max possible oxygen addition is 20 per second
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character.Oxygen -= (30.0f - cpr) * deltaTime; //Worse skill = more oxygen required
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if (character.Oxygen > 0.0f) //we didn't suffocate yet did we
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target.Oxygen += cpr * deltaTime;
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//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
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}
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}
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else
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{
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.1f));
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torso.pullJoint.Enabled = true;
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if (cprPump >= 1)
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{
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torso.body.ApplyForce(new Vector2(0, -1000f));
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targetTorso.body.ApplyForce(new Vector2(0, -1000f));
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cprPump = 0;
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if (target.Bleeding <= 0.5f && target.Health <= 0.0f && !target.IsDead) //Have a chance to revive them to 2 HP if they were damaged.
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{
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if (GameMain.Client == null) //Serverside code
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{
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float reviveChance = (cprAnimState % 17) * (skill / 50.0f); //~5% max chance for 10 skill, ~50% max chance for 100 skill
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float rng = Rand.Int(100, Rand.RandSync.Server);
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//DebugConsole.NewMessage("CPR Pump cprAnimState: " + (cprAnimState % 17) + " revive chance: " + reviveChance + " rng: " + rng, Color.Aqua);
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if (rng <= reviveChance) //HOLY CRAP YOU SAVED HIM!!!
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{
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target.Oxygen = Math.Max(target.Oxygen, 10.0f);
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target.Health = 2.0f;
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Anim = Animation.None;
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return;
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}
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}
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}
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else if (target.Bleeding > 0.5f || skill < 50) //We will hurt them if they're bleeding or we suck
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{
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//If not bleeding: 10% skill causes 0.8 damage per pump, 40% skill causes only 0.2
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if (target.Bleeding <= 0.5f)
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target.AddDamage(CauseOfDeath.Damage, (50 - skill) * 0.02f, character);
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else //If bleeding: 2 HP damage per pump. Basically speeds up their death. Don't pump bleeding people!
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{
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target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
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for (int i = 0; i < 4; i++)
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{
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var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
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}
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#endif
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}
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}
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}
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cprPump += deltaTime;
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}
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cprAnimState += deltaTime;
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}
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public override void DragCharacter(Character target)
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{
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if (target == null) return;
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Limb torso = GetLimb(LimbType.Torso);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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@@ -922,31 +1032,34 @@ namespace Barotrauma
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for (int i = 0; i < 2; i++)
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{
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Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
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Limb targetLimb = target.AnimController.GetLimb(GrabLimb);
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if (i == 0)
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if (targetLimb == null || targetLimb.IsSevered)
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{
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if (!targetLeftHand.IsSevered)
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targetLimb = target.AnimController.GetLimb(LimbType.Torso);
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if (i == 0)
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{
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targetLimb = targetLeftHand;
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if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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else if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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}
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else if (!targetRightHand.IsSevered)
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else
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{
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targetLimb = targetRightHand;
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if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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else if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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}
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}
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else
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{
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if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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else if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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}
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Limb pullLimb = i == 0 ? leftHand : rightHand;
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if (i == 1 && inWater)
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@@ -958,12 +1071,32 @@ namespace Barotrauma
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Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 10000.0f;
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if (targetLimb.type == LimbType.Torso)
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{
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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pullLimb.pullJoint.MaxForce = 5000.0f;
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targetMovement *= 0.7f; //Carrying people like that takes a lot of effort.
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if (target.AnimController.Dir != Dir)
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target.AnimController.Flip();
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}
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else
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{
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 5000.0f;
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}
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 10000.0f;
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if (targetLimb.type == LimbType.Torso)
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{
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targetLimb.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * Dir) * 0.6f;
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targetLimb.pullJoint.MaxForce = 300.0f;
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}
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else
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{
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 5000.0f;
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}
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target.AnimController.movement = -diff;
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}
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@@ -1011,8 +1144,6 @@ namespace Barotrauma
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public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
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{
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Holdable holdable = item.GetComponent<Holdable>();
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if (character.IsUnconscious || character.Stun > 0.0f) aim = false;
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//calculate the handle positions
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@@ -1030,7 +1161,6 @@ namespace Barotrauma
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bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
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float itemAngle;
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if (Anim != Animation.Climbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
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{
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@@ -1042,6 +1172,7 @@ namespace Barotrauma
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itemAngle = (torso.body.Rotation + holdAngle * Dir);
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Holdable holdable = item.GetComponent<Holdable>();
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if (holdable.ControlPose)
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{
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head.body.SmoothRotate(itemAngle);
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@@ -7,6 +7,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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using FarseerPhysics.Dynamics;
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namespace Barotrauma
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{
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@@ -138,6 +139,27 @@ namespace Barotrauma
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return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name : SpeciesName;
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}
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}
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//Only used by server logs to determine "true identity" of the player for cases when they're disguised
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public string LogName
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{
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get
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{
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return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name + (info.DisplayName != info.Name ? " (as " + info.DisplayName + ")" : "") : SpeciesName;
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}
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}
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private float hideFaceTimer;
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public bool HideFace
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{
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get
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{
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return hideFaceTimer > 0.0f;
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}
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set
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{
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hideFaceTimer = MathHelper.Clamp(hideFaceTimer + (value ? 1.0f : -0.5f), 0.0f, 10.0f);
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}
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}
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public string ConfigPath
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{
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@@ -591,7 +613,7 @@ namespace Barotrauma
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{
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AnimController = new HumanoidAnimController(this, doc.Root.Element("ragdoll"));
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AnimController.TargetDir = Direction.Right;
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inventory = new CharacterInventory(16, this);
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inventory = new CharacterInventory(17, this);
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}
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else
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{
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@@ -961,6 +983,56 @@ namespace Barotrauma
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}
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}
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}
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public bool CanSeeCharacter(Character character)
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{
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Limb selfLimb = AnimController.GetLimb(LimbType.Head);
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if (selfLimb == null) selfLimb = AnimController.GetLimb(LimbType.Torso);
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if (selfLimb == null) selfLimb = AnimController.Limbs[0];
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Limb targetLimb = character.AnimController.GetLimb(LimbType.Head);
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if (targetLimb == null) targetLimb = character.AnimController.GetLimb(LimbType.Torso);
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if (targetLimb == null) targetLimb = character.AnimController.Limbs[0];
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if (selfLimb != null && targetLimb != null)
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{
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Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - selfLimb.WorldPosition);
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Body closestBody = null;
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//both inside the same sub (or both outside)
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//OR the we're inside, the other character outside
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if (character.Submarine == Submarine || character.Submarine == null)
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{
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closestBody = Submarine.CheckVisibility(selfLimb.SimPosition, selfLimb.SimPosition + diff);
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if (closestBody == null) return true;
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}
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//we're outside, the other character inside
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else if (Submarine == null)
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{
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closestBody = Submarine.CheckVisibility(targetLimb.SimPosition, targetLimb.SimPosition - diff);
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if (closestBody == null) return true;
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}
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//both inside different subs
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else
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{
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closestBody = Submarine.CheckVisibility(selfLimb.SimPosition, selfLimb.SimPosition + diff);
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if (closestBody != null && closestBody.UserData is Structure)
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{
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if (((Structure)closestBody.UserData).CastShadow) return false;
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}
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closestBody = Submarine.CheckVisibility(targetLimb.SimPosition, targetLimb.SimPosition - diff);
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if (closestBody == null) return true;
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|
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}
|
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Structure wall = closestBody.UserData as Structure;
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return wall == null || !wall.CastShadow;
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}
|
||||
else
|
||||
{
|
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return false;
|
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}
|
||||
}
|
||||
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public bool HasEquippedItem(Item item)
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{
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@@ -1311,7 +1383,7 @@ namespace Barotrauma
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findFocusedTimer -= deltaTime;
|
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}
|
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|
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if (SelectedCharacter != null && IsKeyHit(InputType.Select))
|
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if (SelectedCharacter != null && focusedItem == null && IsKeyHit(InputType.Select)) //Let people use ladders and buttons and stuff when dragging chars
|
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{
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DeselectCharacter();
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}
|
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@@ -1379,6 +1451,8 @@ namespace Barotrauma
|
||||
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public virtual void Update(float deltaTime, Camera cam)
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{
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UpdateProjSpecific(deltaTime, cam);
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if (GameMain.Client != null && this == Controlled && !isSynced) return;
|
||||
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if (!Enabled) return;
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@@ -1409,6 +1483,8 @@ namespace Barotrauma
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item.Submarine = Submarine;
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}
|
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}
|
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|
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HideFace = false;
|
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if (isDead) return;
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||||
@@ -1465,26 +1541,42 @@ namespace Barotrauma
|
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}
|
||||
}
|
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//Skip health effects as critical health handles it differently
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if (IsUnconscious)
|
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{
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UpdateUnconscious(deltaTime);
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return;
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||||
}
|
||||
|
||||
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
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if (IsForceRagdolled)
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IsRagdolled = IsForceRagdolled;
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else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
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else if ((GameMain.Server == null || GameMain.Server.AllowRagdollButton) && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
|
||||
|
||||
//Health effects
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if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
|
||||
//ragdoll button
|
||||
if (IsRagdolled)
|
||||
{
|
||||
if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
|
||||
|
||||
if(GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
//AI and control stuff
|
||||
|
||||
Control(deltaTime, cam);
|
||||
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
|
||||
{
|
||||
@@ -1497,28 +1589,18 @@ namespace Barotrauma
|
||||
selectedConstruction = null;
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
|
||||
{
|
||||
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
|
||||
}
|
||||
|
||||
UpdateSightRange();
|
||||
if (aiTarget != null) aiTarget.SoundRange = 0.0f;
|
||||
|
||||
lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
|
||||
|
||||
if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
//CPR stuff is handled in the UpdateCPR function in HumanoidAnimController
|
||||
}
|
||||
|
||||
partial void UpdateControlled(float deltaTime, Camera cam);
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime, Camera cam);
|
||||
|
||||
private void UpdateOxygen(float deltaTime)
|
||||
{
|
||||
float prevOxygen = oxygen;
|
||||
@@ -1552,12 +1634,17 @@ namespace Barotrauma
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
|
||||
if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f;
|
||||
Oxygen -= deltaTime * 0.5f; //We're critical - our heart stopped!
|
||||
|
||||
if (health <= 0.0f)
|
||||
if (health <= 0.0f) //Critical health - use current state for crit time
|
||||
{
|
||||
AddDamage(bleeding > 0.5f ? CauseOfDeath.Bloodloss : CauseOfDeath.Damage, Math.Max(bleeding, 1.0f) * deltaTime, null);
|
||||
}
|
||||
else //Keep on bleedin'
|
||||
{
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSightRange()
|
||||
@@ -1634,7 +1721,7 @@ namespace Barotrauma
|
||||
var attackingCharacter = attacker as Character;
|
||||
if (attackingCharacter != null && attackingCharacter.AIController == null)
|
||||
{
|
||||
GameServer.Log(Name + " attacked by " + attackingCharacter.Name+". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
|
||||
GameServer.Log(LogName + " attacked by " + attackingCharacter.LogName +". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
|
||||
}
|
||||
|
||||
if (GameMain.Client == null &&
|
||||
@@ -1799,7 +1886,7 @@ namespace Barotrauma
|
||||
|
||||
AnimController.Frozen = false;
|
||||
|
||||
GameServer.Log(Name+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
|
||||
GameServer.Log(LogName+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
|
||||
|
||||
if (OnDeath != null) OnDeath(this, causeOfDeath);
|
||||
|
||||
|
||||
@@ -12,7 +12,38 @@ namespace Barotrauma
|
||||
partial class CharacterInfo
|
||||
{
|
||||
public string Name;
|
||||
public string DisplayName
|
||||
{
|
||||
get
|
||||
{
|
||||
string disguiseName = "?";
|
||||
if (Character == null || !Character.HideFace)
|
||||
{
|
||||
return Name;
|
||||
}
|
||||
|
||||
if (Character.Inventory != null)
|
||||
{
|
||||
int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
|
||||
if (cardSlotIndex < 0) return disguiseName;
|
||||
|
||||
var idCard = Character.Inventory.Items[cardSlotIndex];
|
||||
if (idCard == null) return disguiseName;
|
||||
|
||||
//Disguise as the ID card name if it's equipped
|
||||
string[] readTags = idCard.Tags.Split(',');
|
||||
foreach (string tag in readTags)
|
||||
{
|
||||
string[] s = tag.Split(':');
|
||||
if (s[0] == "name")
|
||||
{
|
||||
return s[1];
|
||||
}
|
||||
}
|
||||
}
|
||||
return disguiseName;
|
||||
}
|
||||
}
|
||||
public Character Character;
|
||||
|
||||
public readonly string File;
|
||||
|
||||
@@ -325,7 +325,7 @@ namespace Barotrauma
|
||||
break;
|
||||
|
||||
case ClientNetObject.ENTITY_STATE:
|
||||
int eventType = msg.ReadRangedInteger(0,2);
|
||||
int eventType = msg.ReadRangedInteger(0,3);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
@@ -357,6 +357,9 @@ namespace Barotrauma
|
||||
Kill(lastAttackCauseOfDeath);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -436,6 +439,7 @@ namespace Barotrauma
|
||||
if (AnimController is HumanoidAnimController)
|
||||
{
|
||||
tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
|
||||
tempBuffer.Write((UInt16)AnimController.GrabLimb);
|
||||
}
|
||||
|
||||
bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
|
||||
@@ -534,6 +538,8 @@ namespace Barotrauma
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8);
|
||||
}
|
||||
|
||||
msg.Write(IsRagdolled);
|
||||
|
||||
msg.Write(HuskInfectionState > 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -130,6 +130,10 @@ namespace Barotrauma
|
||||
{
|
||||
item.AddTag(s);
|
||||
}
|
||||
item.AddTag("name:" + character.Name);
|
||||
item.AddTag("job:" + Name);
|
||||
if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc))
|
||||
item.Description = spawnPoint.IdCardDesc;
|
||||
}
|
||||
|
||||
if (parentItem != null) parentItem.Combine(item);
|
||||
|
||||
Reference in New Issue
Block a user