BarotraumaServer compiles
Cleanup + fixes coming up next
This commit is contained in:
@@ -5,10 +5,8 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class AITarget
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partial class AITarget
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{
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public static bool ShowAITargets;
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public static List<AITarget> List = new List<AITarget>();
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public readonly Entity Entity;
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@@ -48,25 +46,5 @@ namespace Barotrauma
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{
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List.Remove(this);
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!ShowAITargets) return;
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var rangeSprite = GUI.SubmarineIcon;
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if (soundRange > 0.0f)
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Cyan * 0.1f, rangeSprite.Origin,
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0.0f, soundRange / rangeSprite.size.X);
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if (sightRange > 0.0f)
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rangeSprite.Draw(spriteBatch,
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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Color.Orange * 0.1f, rangeSprite.Origin,
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0.0f, sightRange / rangeSprite.size.X);
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}
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}
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}
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@@ -10,8 +10,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class EnemyAIController : AIController
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partial class EnemyAIController : AIController
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{
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private const float UpdateTargetsInterval = 0.5f;
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@@ -496,61 +495,6 @@ namespace Barotrauma
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targetMemories.Remove(target);
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}
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}
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public override void DebugDraw(SpriteBatch spriteBatch)
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{
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if (Character.IsDead) return;
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Vector2 pos = Character.WorldPosition;
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pos.Y = -pos.Y;
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if (selectedAiTarget!=null)
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{
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GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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if (wallAttackPos!=Vector2.Zero)
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{
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GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false);
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}
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY*20.0f, Color.Red);
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}
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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}
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, "updatetargets: "+updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red);
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
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Color.LightGreen);
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for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
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Color.LightGreen);
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GUI.SmallFont.DrawString(spriteBatch,
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pathSteering.CurrentPath.Nodes[i].ID.ToString(),
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
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Color.LightGreen);
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}
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}
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}
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//the "memory" of the Character
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@@ -3,7 +3,7 @@ using System;
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namespace Barotrauma
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{
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class HumanAIController : AIController
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partial class HumanAIController : AIController
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{
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public static bool DisableCrewAI;
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@@ -37,13 +37,14 @@ namespace Barotrauma
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updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
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#if CLIENT
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if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
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{
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CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLowerInvariant() == "dismissed");
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objectiveManager.SetOrder(CurrentOrder, "");
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GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
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}
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#endif
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}
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public override void Update(float deltaTime)
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@@ -153,44 +154,14 @@ namespace Barotrauma
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CurrentOrder = order;
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objectiveManager.SetOrder(order, option);
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#if CLIENT
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GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
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#endif
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}
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public override void SelectTarget(AITarget target)
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{
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selectedAiTarget = target;
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}
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public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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}
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
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if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode==null) return;
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
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Color.LightGreen);
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for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
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new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
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Color.LightGreen);
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GUI.SmallFont.DrawString(spriteBatch,
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pathSteering.CurrentPath.Nodes[i].ID.ToString(),
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new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
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Color.LightGreen);
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}
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}
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}
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}
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@@ -11,7 +11,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class Ragdoll
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partial class Ragdoll
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{
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public static List<Ragdoll> list = new List<Ragdoll>();
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@@ -508,12 +508,14 @@ namespace Barotrauma
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if (f1.Body.UserData is Limb)
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{
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Limb limb = (Limb)f1.Body.UserData;
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#if CLIENT
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if (impact > 3.0f && limb.HitSound != null && limb.soundTimer <= 0.0f)
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{
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limb.soundTimer = Limb.SoundInterval;
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limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
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}
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#endif
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}
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else if (f1.Body == Collider.FarseerBody)
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{
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@@ -522,7 +524,9 @@ namespace Barotrauma
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if (impact > ImpactTolerance)
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{
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character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
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#endif
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strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
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}
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}
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@@ -531,90 +535,6 @@ namespace Barotrauma
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}
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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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public virtual void Flip()
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{
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dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
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@@ -909,7 +829,7 @@ namespace Barotrauma
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//the limb has gone through the surface of the water
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if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater)
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{
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#if CLIENT
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//create a splash particle
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GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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@@ -920,13 +840,16 @@ namespace Barotrauma
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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limb.LinearVelocity * 0.001f,
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0.0f, limbHull);
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#endif
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//if the Character dropped into water, create a wave
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if (limb.LinearVelocity.Y < 0.0f)
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{
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if (splashSoundTimer <= 0.0f)
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{
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#if CLIENT
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SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
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#endif
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splashSoundTimer = 0.5f;
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}
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@@ -941,10 +864,12 @@ namespace Barotrauma
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}
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}
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#if CLIENT
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if (limb.LightSource != null)
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{
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limb.LightSource.Rotation = dir == Direction.Right ? limb.body.DrawRotation : limb.body.DrawRotation - MathHelper.Pi;
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}
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#endif
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limb.Update(deltaTime);
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}
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@@ -134,6 +134,7 @@ namespace Barotrauma
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public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
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{
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#if CLIENT
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if (particleEmitterPrefab != null)
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{
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particleEmitterPrefab.Emit(worldPosition);
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@@ -143,6 +144,7 @@ namespace Barotrauma
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{
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sound.Play(1.0f, 500.0f, worldPosition);
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}
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#endif
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var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
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@@ -6,7 +6,7 @@ using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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{
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class CharacterStateInfo : PosInfo
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{
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public readonly Direction Direction;
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@@ -238,54 +238,6 @@ namespace Barotrauma
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}
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}
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public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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if (GameMain.Server != null) return;
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if (extraData != null)
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{
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.WriteRangedInteger(0, 2, 0);
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inventory.ClientWrite(msg, extraData);
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break;
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case NetEntityEvent.Type.Repair:
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msg.WriteRangedInteger(0, 2, 1);
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msg.Write(AnimController.Anim == AnimController.Animation.CPR);
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break;
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case NetEntityEvent.Type.Status:
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msg.WriteRangedInteger(0, 2, 2);
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break;
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}
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msg.WritePadBits();
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}
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else
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{
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msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
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if (memInput.Count > 60)
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{
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memInput.RemoveRange(60, memInput.Count - 60);
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}
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msg.Write(LastNetworkUpdateID);
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byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
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msg.Write(inputCount);
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for (int i = 0; i < inputCount; i++)
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{
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msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
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if (memInput[i].states.HasFlag(InputNetFlags.Aim))
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{
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msg.Write(memInput[i].intAim);
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}
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if (memInput[i].states.HasFlag(InputNetFlags.Select) || memInput[i].states.HasFlag(InputNetFlags.Use))
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{
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msg.Write(memInput[i].interact);
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}
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}
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}
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}
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public virtual void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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if (GameMain.Server == null) return;
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@@ -499,133 +451,6 @@ namespace Barotrauma
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}
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}
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public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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if (GameMain.Server != null) return;
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switch (type)
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{
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case ServerNetObject.ENTITY_POSITION:
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bool facingRight = AnimController.Dir > 0.0f;
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lastRecvPositionUpdateTime = (float)NetTime.Now;
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AnimController.Frozen = false;
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Enabled = true;
|
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UInt16 networkUpdateID = 0;
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if (msg.ReadBoolean())
|
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{
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networkUpdateID = msg.ReadUInt16();
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}
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else
|
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{
|
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bool aimInput = msg.ReadBoolean();
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keys[(int)InputType.Aim].Held = aimInput;
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keys[(int)InputType.Aim].SetState(false, aimInput);
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|
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bool useInput = msg.ReadBoolean();
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keys[(int)InputType.Use].Held = useInput;
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keys[(int)InputType.Use].SetState(false, useInput);
|
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bool hasAttackLimb = msg.ReadBoolean();
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if (hasAttackLimb)
|
||||
{
|
||||
bool attackInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Attack].Held = attackInput;
|
||||
keys[(int)InputType.Attack].SetState(false, attackInput);
|
||||
}
|
||||
|
||||
if (aimInput)
|
||||
{
|
||||
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
|
||||
cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
|
||||
+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
|
||||
|
||||
TransformCursorPos();
|
||||
}
|
||||
facingRight = msg.ReadBoolean();
|
||||
}
|
||||
|
||||
bool entitySelected = msg.ReadBoolean();
|
||||
Entity selectedEntity = null;
|
||||
|
||||
AnimController.Animation animation = AnimController.Animation.None;
|
||||
if (entitySelected)
|
||||
{
|
||||
ushort entityID = msg.ReadUInt16();
|
||||
selectedEntity = FindEntityByID(entityID);
|
||||
if (selectedEntity is Character)
|
||||
{
|
||||
bool doingCpr = msg.ReadBoolean();
|
||||
if (doingCpr && selectedCharacter != null)
|
||||
{
|
||||
animation = AnimController.Animation.CPR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 pos = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
|
||||
|
||||
int index = 0;
|
||||
if (GameMain.NetworkMember.Character == this && AllowInput)
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
|
||||
break;
|
||||
case ServerNetObject.ENTITY_EVENT:
|
||||
|
||||
int eventType = msg.ReadRangedInteger(0, 2);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
inventory.ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
case 1:
|
||||
byte ownerID = msg.ReadByte();
|
||||
ResetNetState();
|
||||
if (ownerID == GameMain.Client.ID)
|
||||
{
|
||||
if (controlled != null)
|
||||
{
|
||||
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
|
||||
}
|
||||
|
||||
controlled = this;
|
||||
IsRemotePlayer = false;
|
||||
GameMain.Client.Character = this;
|
||||
}
|
||||
else if (controlled == this)
|
||||
{
|
||||
controlled = null;
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
ReadStatus(msg);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void WriteStatus(NetBuffer msg)
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
@@ -787,112 +612,6 @@ namespace Barotrauma
|
||||
msg.Write("");
|
||||
}
|
||||
}
|
||||
|
||||
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
|
||||
{
|
||||
if (GameMain.Server != null) return null;
|
||||
|
||||
bool noInfo = inc.ReadBoolean();
|
||||
ushort id = inc.ReadUInt16();
|
||||
string configPath = inc.ReadString();
|
||||
|
||||
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
||||
|
||||
bool enabled = inc.ReadBoolean();
|
||||
|
||||
DebugConsole.Log("Received spawn data for " + configPath);
|
||||
|
||||
Character character = null;
|
||||
if (noInfo)
|
||||
{
|
||||
if (!spawn) return null;
|
||||
|
||||
character = Character.Create(configPath, position, null, true);
|
||||
character.ID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool hasOwner = inc.ReadBoolean();
|
||||
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
||||
|
||||
|
||||
string newName = inc.ReadString();
|
||||
byte teamID = inc.ReadByte();
|
||||
|
||||
bool hasAi = inc.ReadBoolean();
|
||||
bool isFemale = inc.ReadBoolean();
|
||||
int headSpriteID = inc.ReadByte();
|
||||
string jobName = inc.ReadString();
|
||||
|
||||
JobPrefab jobPrefab = null;
|
||||
Dictionary<string, int> skillLevels = new Dictionary<string, int>();
|
||||
if (!string.IsNullOrEmpty(jobName))
|
||||
{
|
||||
jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
int skillCount = inc.ReadByte();
|
||||
for (int i = 0; i < skillCount; i++)
|
||||
{
|
||||
string skillName = inc.ReadString();
|
||||
int skillLevel = inc.ReadRangedInteger(0, 100);
|
||||
|
||||
skillLevels.Add(skillName, skillLevel);
|
||||
}
|
||||
}
|
||||
|
||||
if (!spawn) return null;
|
||||
|
||||
|
||||
CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
||||
ch.HeadSpriteId = headSpriteID;
|
||||
|
||||
System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
|
||||
if (ch.Job != null)
|
||||
{
|
||||
foreach (KeyValuePair<string, int> skill in skillLevels)
|
||||
{
|
||||
Skill matchingSkill = ch.Job.Skills.Find(s => s.Name == skill.Key);
|
||||
if (matchingSkill == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Skill \""+skill.Key+"\" not found in character \""+newName+"\"");
|
||||
continue;
|
||||
}
|
||||
matchingSkill.Level = skill.Value;
|
||||
}
|
||||
}
|
||||
|
||||
character = Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
|
||||
character.ID = id;
|
||||
character.TeamID = teamID;
|
||||
|
||||
if (GameMain.Client.ID == ownerId)
|
||||
{
|
||||
GameMain.Client.Character = character;
|
||||
Controlled = character;
|
||||
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
|
||||
character.memInput.Clear();
|
||||
character.memState.Clear();
|
||||
character.memLocalState.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
var ownerClient = GameMain.Client.ConnectedClients.Find(c => c.ID == ownerId);
|
||||
if (ownerClient != null)
|
||||
{
|
||||
ownerClient.Character = character;
|
||||
}
|
||||
}
|
||||
|
||||
if (configPath == Character.HumanConfigFile)
|
||||
{
|
||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||
}
|
||||
}
|
||||
|
||||
character.Enabled = Controlled == character || enabled;
|
||||
|
||||
return character;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,21 +70,25 @@ namespace Barotrauma
|
||||
IncubationTimer += deltaTime / IncubationDuration;
|
||||
|
||||
if (Character.Controlled != character) return;
|
||||
|
||||
|
||||
#if CLIENT
|
||||
if (prevTimer % 0.1f > 0.05f && IncubationTimer % 0.1f < 0.05f)
|
||||
{
|
||||
GUI.AddMessage(InfoTextManager.GetInfoText("HuskDormant"), Color.Red, 4.0f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void UpdateTransitionState(float deltaTime, Character character)
|
||||
{
|
||||
IncubationTimer += deltaTime / IncubationDuration;
|
||||
|
||||
#if CLIENT
|
||||
if (state == InfectionState.Dormant && Character.Controlled == character)
|
||||
{
|
||||
new GUIMessageBox("", InfoTextManager.GetInfoText("HuskCantSpeak"));
|
||||
}
|
||||
#endif
|
||||
|
||||
state = InfectionState.Transition;
|
||||
}
|
||||
@@ -93,7 +97,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (state != InfectionState.Active)
|
||||
{
|
||||
#if CLIENT
|
||||
if (Character.Controlled==character) new GUIMessageBox("", InfoTextManager.GetInfoText("HuskActivate"));
|
||||
#endif
|
||||
ActivateHusk(character);
|
||||
state = InfectionState.Active;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user