v1.5.7.0 (Summer Update)
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+17
-9
@@ -69,21 +69,13 @@ namespace Barotrauma
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abstract class HumanSwimParams : SwimParams, IHumanAnimation
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{
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[Header("Legs")]
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[Serialize(0.5f, IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
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public float LegMoveAmount { get; set; }
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[Serialize(5.0f, IsPropertySaveable.Yes), Editable]
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public float LegCycleLength { get; set; }
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[Serialize("0.5, 0.1", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
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public Vector2 HandMoveAmount { get; set; }
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[Serialize(5.0f, IsPropertySaveable.Yes), Editable]
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public float HandCycleSpeed { get; set; }
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[Serialize("0.0, 0.0", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
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public Vector2 HandMoveOffset { get; set; }
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/// <summary>
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/// In degrees.
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/// </summary>
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@@ -96,20 +88,33 @@ namespace Barotrauma
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FootAngleInRadians = MathHelper.ToRadians(value);
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}
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}
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public float FootAngleInRadians { get; private set; }
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[Header("Arms")]
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[Serialize("0.5, 0.1", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
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public Vector2 HandMoveAmount { get; set; }
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[Serialize(5.0f, IsPropertySaveable.Yes), Editable]
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public float HandCycleSpeed { get; set; }
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[Serialize("0.0, 0.0", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
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public Vector2 HandMoveOffset { get; set; }
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[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the arms."), Editable(MinValueFloat = 0, MaxValueFloat = 20, DecimalCount = 2)]
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public float ArmMoveStrength { get; set; }
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[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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[Header("Other")]
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[Serialize(true, IsPropertySaveable.Yes, description: "Is the head angle fixed or does the angle follow the mouse position?"), Editable]
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public bool FixedHeadAngle { get; set; }
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}
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abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
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{
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[Header("Standing")]
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[Serialize(0.3f, IsPropertySaveable.Yes, description: "How much force is used to force the character upright."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
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public float GetUpForce { get; set; }
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@@ -119,6 +124,7 @@ namespace Barotrauma
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[Serialize(0.25f, IsPropertySaveable.Yes, description: "How much the character's torso leans forwards when moving."), Editable(DecimalCount = 2)]
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public float TorsoLeanAmount { get; set; }
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[Header("Legs")]
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[Serialize(15.0f, IsPropertySaveable.Yes, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float FootMoveStrength { get; set; }
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@@ -152,6 +158,7 @@ namespace Barotrauma
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[Serialize(10.0f, IsPropertySaveable.Yes, description: "How much torque is used to bend the characters legs when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float LegBendTorque { get; set; }
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[Header("Arms")]
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[Serialize("0.4, 0.15", IsPropertySaveable.Yes, description: "How much the hands move along each axis."), Editable(DecimalCount = 2)]
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public Vector2 HandMoveAmount { get; set; }
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@@ -167,6 +174,7 @@ namespace Barotrauma
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[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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[Header("Other")]
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[Serialize(true, IsPropertySaveable.Yes, description: "Is the head angle fixed or does the angle follow the mouse position?"), Editable]
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public bool FixedHeadAngle { get; set; }
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}
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