Unstable v0.19.1.0
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@@ -21,12 +21,15 @@ namespace Barotrauma.Items.Components
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private float rotation, targetRotation;
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private float reload, reloadTime;
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private float reload, reloadTime, delayBetweenBurst;
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private int shotsPerBurst, shotCounter;
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private float minRotation, maxRotation;
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private float launchImpulse;
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private float damageMultiplier;
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private Camera cam;
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private float angularVelocity;
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@@ -94,6 +97,16 @@ namespace Barotrauma.Items.Components
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get;
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set;
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}
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public bool flipFiringOffset;
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[Serialize(false, IsPropertySaveable.No, description: "If enabled, the firing offset will alternate from left to right (i.e. flipping the x-component of the offset each shot.)")]
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public bool AlternatingFiringOffset
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{
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get;
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set;
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}
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public Vector2 TransformedBarrelPos
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{
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get
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@@ -116,6 +129,20 @@ namespace Barotrauma.Items.Components
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set { reloadTime = value; }
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}
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[Editable(1, 100), Serialize(1, IsPropertySaveable.No, description: "How many projectiles needs to be shot before we add an extra break? Think of the double coilgun.")]
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public int ShotsPerBurst
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{
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get { return shotsPerBurst; }
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set { shotsPerBurst = value; }
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}
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[Editable(0.0f, 1000.0f, decimals: 3), Serialize(0.0f, IsPropertySaveable.No, description: "An extra delay between the bursts. Added to the reload.")]
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public float DelayBetweenBursts
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{
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get { return delayBetweenBurst; }
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set { delayBetweenBurst = value; }
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}
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[Editable(0.1f, 10f), Serialize(1.0f, IsPropertySaveable.No, description: "Modifies the duration of retraction of the barrell after recoil to get back to the original position after shooting. Reload time affects this too.")]
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public float RetractionDurationMultiplier
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{
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@@ -137,6 +164,13 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(1.0f, IsPropertySaveable.No, description: "Multiplies the damage the turret deals by this amount.")]
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public float DamageMultiplier
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{
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get { return damageMultiplier; }
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set { damageMultiplier = value; }
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}
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[Serialize(1, IsPropertySaveable.No, description: "How many projectiles the weapon launches when fired once.")]
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public int ProjectileCount
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{
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@@ -602,9 +636,9 @@ namespace Barotrauma.Items.Components
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if (projectiles.Any())
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{
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ItemContainer projectileContainer = projectiles.First().Item.Container?.GetComponent<ItemContainer>();
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if (projectileContainer != null && projectileContainer.Item != item)
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{
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projectileContainer?.Item.Use(deltaTime, null);
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if (projectileContainer != null && projectileContainer.Item != item)
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{
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projectileContainer?.Item.Use(deltaTime, null);
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}
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}
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else
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@@ -764,6 +798,15 @@ namespace Barotrauma.Items.Components
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private void Launch(Item projectile, Character user = null, float? launchRotation = null, float tinkeringStrength = 0f)
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{
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reload = reloadTime;
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if (ShotsPerBurst > 1)
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{
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shotCounter++;
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if (shotCounter >= ShotsPerBurst)
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{
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reload += DelayBetweenBursts;
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shotCounter = 0;
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}
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}
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reload /= 1f + (tinkeringStrength * TinkeringReloadDecrease);
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if (user != null)
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@@ -773,6 +816,10 @@ namespace Barotrauma.Items.Components
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if (projectile != null)
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{
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if (AlternatingFiringOffset)
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{
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flipFiringOffset = !flipFiringOffset;
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}
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activeProjectiles.Add(projectile);
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projectile.Drop(null, setTransform: false);
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if (projectile.body != null)
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@@ -796,9 +843,9 @@ namespace Barotrauma.Items.Components
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projectileComponent.Attacker = projectileComponent.User = user;
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if (projectileComponent.Attack != null)
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{
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projectileComponent.Attack.DamageMultiplier = 1f + (TinkeringDamageIncrease * tinkeringStrength);
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projectileComponent.Attack.DamageMultiplier = (1f * DamageMultiplier) + (TinkeringDamageIncrease * tinkeringStrength);
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}
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projectileComponent.Use();
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projectileComponent.Use(null, LaunchImpulse);
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projectile.GetComponent<Rope>()?.Attach(item, projectile);
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projectileComponent.User = user;
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@@ -1452,7 +1499,9 @@ namespace Barotrauma.Items.Components
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Vector2 transformedFiringOffset = Vector2.Zero;
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if (useOffset)
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{
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transformedFiringOffset = MathUtils.RotatePoint(new Vector2(-FiringOffset.Y, -FiringOffset.X) * item.Scale, -rotation);
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Vector2 currOffSet = FiringOffset;
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if (flipFiringOffset) { currOffSet.X = -currOffSet.X; }
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transformedFiringOffset = MathUtils.RotatePoint(new Vector2(-currOffSet.Y, -currOffSet.X) * item.Scale, -rotation);
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}
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return new Vector2(item.WorldRect.X + transformedBarrelPos.X + transformedFiringOffset.X, item.WorldRect.Y - transformedBarrelPos.Y + transformedFiringOffset.Y);
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}
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