BarotraumaServer compiles
Cleanup + fixes coming up next
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class Ragdoll
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{
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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if (simplePhysicsEnabled) return;
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Collider.UpdateDrawPosition();
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foreach (Limb limb in Limbs)
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{
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limb.Draw(spriteBatch);
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}
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}
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public void DebugDraw(SpriteBatch spriteBatch)
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{
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if (!GameMain.DebugDraw || !character.Enabled) return;
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if (simplePhysicsEnabled) return;
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foreach (Limb limb in Limbs)
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{
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if (limb.pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
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if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
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}
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limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
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}
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Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
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GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.ToString(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
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foreach (RevoluteJoint joint in limbJoints)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
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pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
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}
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foreach (Limb limb in Limbs)
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{
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if (limb.body.TargetPosition != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)limb.body.TargetPosition);
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if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
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GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan);
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}
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}
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if (character.MemState.Count > 1)
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{
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Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
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if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
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prevPos.Y = -prevPos.Y;
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for (int i = 1; i < character.MemState.Count; i++)
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{
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Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
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if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
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currPos.Y = -currPos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan * 0.6f, true, 0.01f);
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GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.6f, 0, 3);
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prevPos = currPos;
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}
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}
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if (ignorePlatforms)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
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new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
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Color.Orange, 0, 5);
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}
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}
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}
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}
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