Merge remote-tracking branch 'upstream/master' into develop
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@@ -91,7 +91,9 @@ namespace Barotrauma.Items.Components
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public override void Equip(Character character)
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{
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base.Equip(character);
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reloadTimer = Math.Min(reload, 1.0f);
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//force a wait of at least 1 second when equipping the weapon, so you can't "rapid-fire" by swapping between weapons
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const float forcedDelayOnEquip = 1.0f;
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reloadTimer = Math.Max(Math.Min(reload, forcedDelayOnEquip), reloadTimer);
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IsActive = true;
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}
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@@ -218,13 +220,12 @@ namespace Barotrauma.Items.Components
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AnimController ac = picker.AnimController;
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if (!hitting)
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{
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bool aim = item.RequireAimToUse && picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim &&
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!UsageDisabledByRangedWeapon(picker);
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bool aim = item.RequireAimToUse && picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim && !UsageDisabledByRangedWeapon(picker);
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if (aim)
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{
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UpdateSwingPos(deltaTime, out Vector2 swingPos);
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos + swingPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos + aimAngle, aimMelee: true);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: aimPos + swingPos, aim: false, hitPos, holdAngle + hitPos + aimAngle, aimMelee: true);
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if (ac.InWater)
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{
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ac.LockFlipping();
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@@ -233,7 +234,7 @@ namespace Barotrauma.Items.Components
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else
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{
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hitPos = 0;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: holdPos, aim: false, holdAngle);
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}
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}
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else
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@@ -242,11 +243,11 @@ namespace Barotrauma.Items.Components
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hitPos -= deltaTime * 15f;
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if (Swing)
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{
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ac.HoldItem(deltaTime, item, handlePos, SwingPos, Vector2.Zero, aim: false, hitPos, holdAngle);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: SwingPos, aim: false, hitPos, holdAngle);
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}
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else
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{
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: holdPos, aim: false, holdAngle);
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}
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if (hitPos < -MathHelper.Pi)
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{
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