Release v0.15.12.0
This commit is contained in:
@@ -50,6 +50,17 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Editable, Serialize(true, false)]
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public bool Swing { get; set; }
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[Editable, Serialize("2.0, 0.0", false)]
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public Vector2 SwingPos { get; set; }
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[Editable, Serialize("3.0, -1.0", false)]
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public Vector2 SwingForce { get; set; }
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public bool Hitting { get { return hitting; } }
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/// <summary>
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/// Defines items that boost the weapon functionality, like battery cell for stun batons.
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/// </summary>
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@@ -61,12 +72,13 @@ namespace Barotrauma.Items.Components
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
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Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
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Attack.DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent());
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Attack = new Attack(subElement, item.Name + ", MeleeWeapon", item)
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{
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DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent())
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};
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}
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item.IsShootable = true;
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// TODO: should define this in xml if we have melee weapons that don't require aim to use
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item.RequireAimToUse = true;
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item.RequireAimToUse = element.Parent.GetAttributeBool("requireaimtouse", true);
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PreferredContainedItems = element.GetAttributeStringArray("preferredcontaineditems", new string[0], convertToLowerInvariant: true);
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}
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@@ -80,6 +92,9 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || reloadTimer > 0.0f) { return false; }
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#if CLIENT
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if (!Item.RequireAimToUse && character.IsPlayer && (GUI.MouseOn != null || character.Inventory.visualSlots.Any(s => s.MouseOn()) || Inventory.DraggingItems.Any())) { return false; }
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#endif
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if (Item.RequireAimToUse && !character.IsKeyDown(InputType.Aim) || hitting) { return false; }
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//don't allow hitting if the character is already hitting with another weapon
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@@ -92,10 +107,10 @@ namespace Barotrauma.Items.Components
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SetUser(character);
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if (hitPos < MathHelper.PiOver4) { return false; }
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if (Item.RequireAimToUse && hitPos < MathHelper.PiOver4) { return false; }
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ActivateNearbySleepingCharacters();
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reloadTimer = reload;
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reloadTimer = reload / (1 + character.GetStatValue(StatTypes.MeleeAttackSpeed));
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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
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@@ -103,20 +118,28 @@ namespace Barotrauma.Items.Components
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item.body.FarseerBody.IsBullet = true;
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item.body.PhysEnabled = true;
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if (!character.AnimController.InWater)
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if (Swing && !character.AnimController.InWater)
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{
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foreach (Limb l in character.AnimController.Limbs)
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{
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if (l.IsSevered) { continue; }
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if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) { continue; }
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if (l.type == LimbType.Head || l.type == LimbType.Torso)
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Vector2 force = new Vector2(character.AnimController.Dir * SwingForce.X, SwingForce.Y) * l.Mass;
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switch (l.type)
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{
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l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
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case LimbType.Torso:
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force *= 2;
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break;
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case LimbType.Legs:
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case LimbType.LeftFoot:
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case LimbType.LeftThigh:
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case LimbType.LeftLeg:
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case LimbType.RightFoot:
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case LimbType.RightThigh:
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case LimbType.RightLeg:
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force = Vector2.Zero;
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break;
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}
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else
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{
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l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
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}
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l.body.ApplyLinearImpulse(force);
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}
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}
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@@ -152,9 +175,16 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) { impactQueue.Clear(); return; }
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if (picker == null && !picker.HeldItems.Contains(item)) { impactQueue.Clear(); IsActive = false; }
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if (!item.body.Enabled)
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{
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impactQueue.Clear();
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return;
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}
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if (picker == null && !picker.HeldItems.Contains(item))
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{
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impactQueue.Clear();
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IsActive = false;
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}
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while (impactQueue.Count > 0)
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{
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var impact = impactQueue.Dequeue();
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@@ -162,38 +192,48 @@ namespace Barotrauma.Items.Components
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}
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//in case handling the impact does something to the picker
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if (picker == null) { return; }
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reloadTimer -= deltaTime;
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if (reloadTimer < 0) { reloadTimer = 0; }
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if (!picker.IsKeyDown(InputType.Aim) && !hitting) { hitPos = 0.0f; }
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if (reloadTimer < 0)
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{
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reloadTimer = 0;
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}
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if (!picker.IsKeyDown(InputType.Aim) && !hitting)
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{
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hitPos = 0.0f;
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) { item.FlipX(relativeToSub: false); }
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if (item.body.Dir != picker.AnimController.Dir)
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{
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item.FlipX(relativeToSub: false);
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}
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AnimController ac = picker.AnimController;
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//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
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if (!hitting)
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{
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bool aim = picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
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bool aim = item.RequireAimToUse && picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
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if (aim)
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{
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
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}
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else
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{
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hitPos = 0;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle);
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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}
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}
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else
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{
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hitPos = MathUtils.WrapAnglePi(hitPos - deltaTime * 15f);
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(2, 0), Vector2.Zero, false, hitPos, holdAngle + hitPos); // aimPos not used -> zero (new Vector2(-0.3f, 0.2f)), holdPos new Vector2(0.6f, -0.1f)
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if (hitPos < -MathHelper.PiOver2)
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// TODO: We might want to make this configurable
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hitPos -= deltaTime * 15f;
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if (Swing)
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{
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ac.HoldItem(deltaTime, item, handlePos, SwingPos, Vector2.Zero, aim: false, hitPos, holdAngle);
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}
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else
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{
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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}
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if (hitPos < -MathHelper.Pi)
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{
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RestoreCollision();
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hitting = false;
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@@ -266,16 +306,10 @@ namespace Barotrauma.Items.Components
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return false;
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}
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Character targetCharacter = null;
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Limb targetLimb = null;
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Structure targetStructure = null;
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Item targetItem = null;
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if (f2.Body.UserData is Limb)
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if (f2.Body.UserData is Limb targetLimb)
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{
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targetLimb = (Limb)f2.Body.UserData;
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if (targetLimb.IsSevered || targetLimb.character == null || targetLimb.character == User) { return false; }
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targetCharacter = targetLimb.character;
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var targetCharacter = targetLimb.character;
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if (targetCharacter == picker) { return false; }
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if (AllowHitMultiple)
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{
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@@ -287,9 +321,8 @@ namespace Barotrauma.Items.Components
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}
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hitTargets.Add(targetCharacter);
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}
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else if (f2.Body.UserData is Character)
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else if (f2.Body.UserData is Character targetCharacter)
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{
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targetCharacter = (Character)f2.Body.UserData;
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if (targetCharacter == picker || targetCharacter == User) { return false; }
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targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
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if (AllowHitMultiple)
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@@ -302,9 +335,8 @@ namespace Barotrauma.Items.Components
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}
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hitTargets.Add(targetCharacter);
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}
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else if (f2.Body.UserData is Structure)
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else if (f2.Body.UserData is Structure targetStructure)
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{
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targetStructure = (Structure)f2.Body.UserData;
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetStructure)) { return true; }
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@@ -315,9 +347,8 @@ namespace Barotrauma.Items.Components
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}
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hitTargets.Add(targetStructure);
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}
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else if (f2.Body.UserData is Item)
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else if (f2.Body.UserData is Item targetItem)
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{
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targetItem = (Item)f2.Body.UserData;
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetItem)) { return true; }
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@@ -350,12 +381,11 @@ namespace Barotrauma.Items.Components
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Limb targetLimb = target.UserData as Limb;
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Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
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Structure targetStructure = target.UserData as Structure;
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Item targetItem = target.UserData as Item;
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if (Attack != null)
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{
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Attack.SetUser(User);
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Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
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Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.AttackMultiplier);
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if (targetLimb != null)
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{
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@@ -369,12 +399,12 @@ namespace Barotrauma.Items.Components
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targetCharacter.LastDamageSource = item;
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Attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
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}
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else if (targetStructure != null)
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else if (target.UserData is Structure targetStructure)
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{
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if (targetStructure.Removed) { return; }
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Attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
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}
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else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
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else if (target.UserData is Item targetItem && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
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{
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if (targetItem.Removed) { return; }
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Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
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