(bf212a41f) v0.9.2.0 pre-release test version

This commit is contained in:
Joonas Rikkonen
2019-07-27 21:06:07 +03:00
parent afa2137bd2
commit 0f63da27b2
154 changed files with 3959 additions and 1428 deletions
@@ -77,7 +77,7 @@ namespace Barotrauma
return prevExplosions.FindAll(e => e.Third >= Timing.TotalTime - maxSecondsAgo);
}
public void Explode(Vector2 worldPosition, Entity damageSource)
public void Explode(Vector2 worldPosition, Entity damageSource, Character attacker = null)
{
prevExplosions.Add(new Triplet<Explosion, Vector2, float>(this, worldPosition, (float)Timing.TotalTime));
if (prevExplosions.Count > 100)
@@ -98,7 +98,7 @@ namespace Barotrauma
if (attack.GetStructureDamage(1.0f) > 0.0f)
{
RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f));
RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f), attacker);
}
if (empStrength > 0.0f)
@@ -130,7 +130,7 @@ namespace Barotrauma
if (force == 0.0f && attack.Stun == 0.0f && attack.GetTotalDamage(false) == 0.0f) return;
DamageCharacters(worldPosition, attack, force, damageSource);
DamageCharacters(worldPosition, attack, force, damageSource, attacker);
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
@@ -163,17 +163,9 @@ namespace Barotrauma
}
partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull);
private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
{
if (hull == null) return particlePos;
return new Vector2(
MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
}
public static void DamageCharacters(Vector2 worldPosition, Attack attack, float force, Entity damageSource)
public static void DamageCharacters(Vector2 worldPosition, Attack attack, float force, Entity damageSource, Character attacker)
{
if (attack.Range <= 0.0f) return;
@@ -222,11 +214,13 @@ namespace Barotrauma
modifiedAfflictions.Add(affliction.CreateMultiplied(distFactor / c.AnimController.Limbs.Length));
}
c.LastDamageSource = damageSource;
Character attacker = null;
if (damageSource is Item item)
if (attacker == null)
{
attacker = item.GetComponent<Projectile>()?.User;
if (attacker == null) attacker = item.GetComponent<MeleeWeapon>()?.User;
if (damageSource is Item item)
{
attacker = item.GetComponent<Projectile>()?.User;
if (attacker == null) attacker = item.GetComponent<MeleeWeapon>()?.User;
}
}
//use a position slightly from the limb's position towards the explosion
@@ -280,7 +274,7 @@ namespace Barotrauma
/// <summary>
/// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken
/// </summary>
public static Dictionary<Structure, float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage)
public static Dictionary<Structure, float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null)
{
List<Structure> structureList = new List<Structure>();
float dist = 600.0f;
@@ -304,7 +298,7 @@ namespace Barotrauma
float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i, true), worldPosition) / worldRange);
if (distFactor <= 0.0f) continue;
structure.AddDamage(i, damage * distFactor);
structure.AddDamage(i, damage * distFactor, attacker);
if (damagedStructures.ContainsKey(structure))
{