Unstable 0.1500.5.0 (almost forgor edition 💀)
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+26
-5
@@ -139,7 +139,7 @@ namespace Barotrauma
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if (MainLimb == null) { return; }
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var mainLimb = MainLimb;
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levitatingCollider = true;
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levitatingCollider = !IsHanging;
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if (!character.CanMove)
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{
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@@ -192,6 +192,11 @@ namespace Barotrauma
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strongestImpact = 0.0f;
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}
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if (aiming)
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{
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TargetMovement = TargetMovement.ClampLength(2);
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}
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if (inWater && !forceStanding)
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{
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Collider.FarseerBody.FixedRotation = false;
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@@ -202,7 +207,7 @@ namespace Barotrauma
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if (CurrentGroundedParams != null)
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{
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//rotate collider back upright
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float standAngle = dir == Direction.Right ? CurrentGroundedParams.ColliderStandAngleInRadians : -CurrentGroundedParams.ColliderStandAngleInRadians;
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float standAngle = CurrentGroundedParams.ColliderStandAngleInRadians * Dir;
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if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, standAngle)) > 0.001f)
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{
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Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, standAngle) * 60.0f;
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@@ -215,17 +220,19 @@ namespace Barotrauma
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}
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UpdateWalkAnim(deltaTime);
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}
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if (character.SelectedCharacter != null)
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{
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DragCharacter(character.SelectedCharacter, deltaTime);
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return;
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}
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if (character.AnimController.AnimationTestPose)
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{
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ApplyTestPose();
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}
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//don't flip when simply physics is enabled
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if (SimplePhysicsEnabled) { return; }
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if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip))
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if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip) && !aiming)
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{
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if (!inWater || (CurrentSwimParams != null && CurrentSwimParams.Mirror))
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{
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@@ -290,6 +297,10 @@ namespace Barotrauma
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{
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flipTimer = 0.0f;
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}
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wasAiming = aiming;
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aiming = false;
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wasAimingMelee = aimingMelee;
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aimingMelee = false;
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}
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private bool CanDrag(Character target)
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@@ -449,6 +460,16 @@ namespace Barotrauma
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//limbs are disabled when simple physics is enabled, no need to move them
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if (SimplePhysicsEnabled) { return; }
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mainLimb.PullJointEnabled = true;
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if (aiming && movement.Length() <= 0.1f)
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
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Vector2 diff = (mousePos - (GetLimb(LimbType.Torso) ?? MainLimb).SimPosition) * Dir;
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TargetMovement = new Vector2(0.0f, -0.1f);
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float newRotation = MathUtils.VectorToAngle(diff);
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Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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}
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if (!isMoving)
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{
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WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
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