Merge https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -1205,7 +1205,7 @@ namespace Barotrauma
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{
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inWater = false;
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headInWater = false;
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RefreshFloorY(ignoreStairs: Stairs == null);
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RefreshFloorY(deltaTime, ignoreStairs: Stairs == null);
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}
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//ragdoll isn't in any room -> it's in the water
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else if (currentHull == null)
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@@ -1217,7 +1217,7 @@ namespace Barotrauma
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{
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headInWater = false;
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inWater = false;
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RefreshFloorY(ignoreStairs: Stairs == null);
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RefreshFloorY(deltaTime, ignoreStairs: Stairs == null);
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if (currentHull.WaterPercentage > 0.001f)
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{
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(float waterSurfaceDisplayUnits, float ceilingDisplayUnits) = GetWaterSurfaceAndCeilingY();
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@@ -1562,15 +1562,24 @@ namespace Barotrauma
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lastFloorCheckPos = Vector2.Zero;
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}
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private void RefreshFloorY(Limb refLimb = null, bool ignoreStairs = false)
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// Force check floor y at least once a second so that we'll drop through gaps that we are standing upon.
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private const float FloorYStaleTime = 1;
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private float floorYCheckTimer;
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private void RefreshFloorY(float deltaTime, Limb refLimb = null, bool ignoreStairs = false)
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{
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floorYCheckTimer -= deltaTime;
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PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
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if (Vector2.DistanceSquared(lastFloorCheckPos, refBody.SimPosition) > 0.1f * 0.1f || lastFloorCheckIgnoreStairs != ignoreStairs || lastFloorCheckIgnorePlatforms != IgnorePlatforms)
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if (floorYCheckTimer < 0 ||
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lastFloorCheckIgnoreStairs != ignoreStairs ||
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lastFloorCheckIgnorePlatforms != IgnorePlatforms ||
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Vector2.DistanceSquared(lastFloorCheckPos, refBody.SimPosition) > 0.1f * 0.1f)
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{
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floorY = GetFloorY(refBody.SimPosition, ignoreStairs);
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lastFloorCheckPos = refBody.SimPosition;
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lastFloorCheckIgnoreStairs = ignoreStairs;
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lastFloorCheckIgnorePlatforms = IgnorePlatforms;
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// Add some randomness to prevent all stationary characters doing the checks at the same frame.
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floorYCheckTimer = FloorYStaleTime * Rand.Range(0.9f, 1.1f);
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}
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}
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@@ -1854,6 +1863,7 @@ namespace Barotrauma
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private bool collisionsDisabled;
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private double lastObstacleRayCastTime;
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protected void CheckDistFromCollider()
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{
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@@ -1861,15 +1871,28 @@ namespace Barotrauma
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allowedDist = Math.Max(allowedDist, 1.0f);
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float resetDist = allowedDist * 5.0f;
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float obstacleCheckDist = 0.3f;
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Vector2 diff = Collider.SimPosition - MainLimb.SimPosition;
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float distSqrd = diff.LengthSquared();
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if (distSqrd > resetDist * resetDist)
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bool shouldReset = distSqrd > resetDist * resetDist;
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if (!shouldReset && distSqrd > obstacleCheckDist * obstacleCheckDist)
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{
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if (Timing.TotalTime > lastObstacleRayCastTime + 1 &&
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Submarine.PickBody(Collider.SimPosition, MainLimb.SimPosition, collisionCategory: Physics.CollisionWall) != null)
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{
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shouldReset = true;
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lastObstacleRayCastTime = Timing.TotalTime;
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}
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}
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if (shouldReset)
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{
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//ragdoll way too far, reset position
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SetPosition(Collider.SimPosition, lerp: true, forceMainLimbToCollider: true);
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}
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if (distSqrd > allowedDist * allowedDist)
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else if (distSqrd > allowedDist * allowedDist)
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{
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//ragdoll too far from the collider, disable collisions until it's close enough
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//(in case the ragdoll has gotten stuck somewhere)
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@@ -1891,7 +1914,7 @@ namespace Barotrauma
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collisionsDisabled = false;
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//force collision categories to be updated
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prevCollisionCategory = Category.None;
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}
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}
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}
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partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos);
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