Blood in the Water Hotfix 2 - 1.4.6.0
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@@ -182,7 +182,6 @@ namespace Barotrauma.Items.Components
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if (source == null || target == null || target.Removed ||
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source is Entity { Removed: true } ||
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source is Limb { Removed: true } ||
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user is null ||
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user is { Removed: true })
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{
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ResetSource();
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@@ -312,82 +311,87 @@ namespace Barotrauma.Items.Components
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{
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targetMass = float.MaxValue;
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}
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if (!snapped)
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// Currently can only apply pull forces to the source, when it's a character, not e.g. when the item would be auto-operated by an AI. Might have to change this.
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if (user != null)
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{
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user.AnimController.HoldToRope();
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if (targetCharacter != null)
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if (!snapped)
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{
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targetCharacter.AnimController.DragWithRope();
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}
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if (user.InWater)
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{
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user.AnimController.HangWithRope();
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}
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}
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if (Math.Abs(SourcePullForce) > 0.001f && targetMass > TargetMinMass)
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{
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// This should be the main collider.
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var sourceBody = GetBodyToPull(source);
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if (sourceBody != null)
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{
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isReelingIn = user.InWater && user.IsRagdolled || !user.InWater && targetCharacter is { IsIncapacitated: false };
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if (isReelingIn)
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user.AnimController.HoldToRope();
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if (targetCharacter != null)
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{
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float pullForce = SourcePullForce;
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if (!user.InWater)
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targetCharacter.AnimController.DragWithRope();
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}
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if (user.InWater)
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{
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user.AnimController.HangWithRope();
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}
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}
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if (Math.Abs(SourcePullForce) > 0.001f && targetMass > TargetMinMass)
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{
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// This should be the main collider.
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var sourceBody = GetBodyToPull(source);
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if (sourceBody != null)
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{
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isReelingIn = user.InWater && user.IsRagdolled || !user.InWater && targetCharacter is { IsIncapacitated: false };
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if (isReelingIn)
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{
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// Apply a tiny amount to the character holding the rope, so that the connection "feels" more real.
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pullForce *= 0.1f;
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}
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float lengthFactor = MathUtils.InverseLerp(0, MaxLength / 2, currentRopeLength);
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float force = LerpForces ? MathHelper.Lerp(0, pullForce, lengthFactor) : pullForce;
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sourceBody.ApplyForce(forceDir * force);
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// Take the target velocity into account.
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PhysicsBody targetBody = GetBodyToPull(target);
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if (targetBody != null)
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{
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if (targetCharacter != null)
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float pullForce = SourcePullForce;
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if (!user.InWater)
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{
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if (targetBody.LinearVelocity != Vector2.Zero && sourceBody.LinearVelocity != Vector2.Zero)
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// Apply a tiny amount to the character holding the rope, so that the connection "feels" more real.
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pullForce *= 0.1f;
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}
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float lengthFactor = MathUtils.InverseLerp(0, MaxLength / 2, currentRopeLength);
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float force = LerpForces ? MathHelper.Lerp(0, pullForce, lengthFactor) : pullForce;
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sourceBody.ApplyForce(forceDir * force);
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// Take the target velocity into account.
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PhysicsBody targetBody = GetBodyToPull(target);
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if (targetBody != null)
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{
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if (targetCharacter != null)
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{
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Vector2 targetDir = Vector2.Normalize(targetBody.LinearVelocity);
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float movementDot = Vector2.Dot(Vector2.Normalize(sourceBody.LinearVelocity), targetDir);
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if (movementDot < 0)
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if (targetBody.LinearVelocity != Vector2.Zero && sourceBody.LinearVelocity != Vector2.Zero)
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{
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// Pushing to a different dir -> add some counter force
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const float multiplier = 5;
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float inverseLengthFactor = MathHelper.Lerp(1, 0, lengthFactor);
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sourceBody.ApplyForce(targetBody.LinearVelocity * Math.Min(targetBody.Mass * multiplier, 250) * sourceBody.Mass * -movementDot * inverseLengthFactor);
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}
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float forceDot = Vector2.Dot(forceDir, targetDir);
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if (forceDot > 0)
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{
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// Pulling to the same dir -> add extra force
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float targetSpeed = targetBody.LinearVelocity.Length();
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const float multiplier = 25;
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sourceBody.ApplyForce(forceDir * targetSpeed * sourceBody.Mass * multiplier * forceDot * lengthFactor);
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}
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float colliderMainLimbDistance = Vector2.Distance(sourceBody.SimPosition, user.AnimController.MainLimb.SimPosition);
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const float minDist = 1;
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const float maxDist = 10;
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if (colliderMainLimbDistance > minDist)
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{
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// Move the ragdoll closer to the collider, if it's too far (the correction force in HumanAnimController is not enough -> the ragdoll would lag behind and get teleported).
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float correctionForce = MathHelper.Lerp(10.0f, NetConfig.MaxPhysicsBodyVelocity, MathUtils.InverseLerp(minDist, maxDist, colliderMainLimbDistance));
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Vector2 targetPos = sourceBody.SimPosition + new Vector2((float)Math.Sin(-sourceBody.Rotation), (float)Math.Cos(-sourceBody.Rotation)) * 0.4f;
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user.AnimController.MainLimb.MoveToPos(targetPos, correctionForce);
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Vector2 targetDir = Vector2.Normalize(targetBody.LinearVelocity);
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float movementDot = Vector2.Dot(Vector2.Normalize(sourceBody.LinearVelocity), targetDir);
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if (movementDot < 0)
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{
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// Pushing to a different dir -> add some counter force
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const float multiplier = 5;
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float inverseLengthFactor = MathHelper.Lerp(1, 0, lengthFactor);
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sourceBody.ApplyForce(targetBody.LinearVelocity * Math.Min(targetBody.Mass * multiplier, 250) * sourceBody.Mass * -movementDot * inverseLengthFactor);
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}
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float forceDot = Vector2.Dot(forceDir, targetDir);
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if (forceDot > 0)
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{
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// Pulling to the same dir -> add extra force
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float targetSpeed = targetBody.LinearVelocity.Length();
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const float multiplier = 25;
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sourceBody.ApplyForce(forceDir * targetSpeed * sourceBody.Mass * multiplier * forceDot * lengthFactor);
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}
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float colliderMainLimbDistance = Vector2.Distance(sourceBody.SimPosition, user.AnimController.MainLimb.SimPosition);
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const float minDist = 1;
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const float maxDist = 10;
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if (colliderMainLimbDistance > minDist)
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{
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// Move the ragdoll closer to the collider, if it's too far (the correction force in HumanAnimController is not enough -> the ragdoll would lag behind and get teleported).
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float correctionForce = MathHelper.Lerp(10.0f, NetConfig.MaxPhysicsBodyVelocity, MathUtils.InverseLerp(minDist, maxDist, colliderMainLimbDistance));
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Vector2 targetPos = sourceBody.SimPosition + new Vector2((float)Math.Sin(-sourceBody.Rotation), (float)Math.Cos(-sourceBody.Rotation)) * 0.4f;
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user.AnimController.MainLimb.MoveToPos(targetPos, correctionForce);
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}
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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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sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
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else
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{
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sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
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}
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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 (Math.Abs(TargetPullForce) > 0.001f && !user.IsRagdolled)
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if (Math.Abs(TargetPullForce) > 0.001f && user is not { IsRagdolled: true})
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{
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PhysicsBody targetBody = GetBodyToPull(target);
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if (targetBody == null) { return; }
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