Husk infection state can be decreased after the infection reaches the active state (causing the husk appendage to be removed). Calyxanide still has a conditional preventing the decrease, but now it's possible for modders to revert huskification without code modifications. Closes #258

This commit is contained in:
Joonas Rikkonen
2018-02-21 11:12:49 +02:00
parent d414e8e103
commit 24cb7a3659
4 changed files with 79 additions and 18 deletions
@@ -1,5 +1,4 @@
using Microsoft.Xna.Framework;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Xml.Linq;
@@ -17,6 +16,8 @@ namespace Barotrauma
private InfectionState state;
private Limb huskAppendage;
private float incubationTimer;
public float IncubationTimer
{
@@ -64,19 +65,24 @@ namespace Barotrauma
private void UpdateDormantState(float deltaTime, Character character)
{
if (state != InfectionState.Dormant)
{
DeactivateHusk(character);
}
float prevTimer = IncubationTimer;
state = InfectionState.Dormant;
IncubationTimer += deltaTime / IncubationDuration;
if (Character.Controlled != character) return;
}
private void UpdateTransitionState(float deltaTime, Character character)
{
IncubationTimer += deltaTime / IncubationDuration;
if (state != InfectionState.Transition)
{
DeactivateHusk(character);
}
IncubationTimer += deltaTime / IncubationDuration;
state = InfectionState.Transition;
}
@@ -91,7 +97,6 @@ namespace Barotrauma
character.AddDamage(CauseOfDeath.Husk, 0.5f * deltaTime, null);
}
private void ActivateHusk(Character character)
{
character.NeedsAir = false;
@@ -100,6 +105,9 @@ namespace Barotrauma
private void AttachHuskAppendage(Character character)
{
//husk appendage already created, don't do anything
if (huskAppendage != null) return;
XDocument doc = XMLExtensions.TryLoadXml(Path.Combine("Content", "Characters", "Human", "huskappendage.xml"));
if (doc == null || doc.Root == null) return;
@@ -125,18 +133,33 @@ namespace Barotrauma
var torso = character.AnimController.GetLimb(LimbType.Torso);
var newLimb = new Limb(character, limbElement);
newLimb.body.Submarine = character.Submarine;
newLimb.body.SetTransform(torso.SimPosition, torso.Rotation);
huskAppendage = new Limb(character, limbElement);
huskAppendage.body.Submarine = character.Submarine;
huskAppendage.body.SetTransform(torso.SimPosition, torso.Rotation);
character.AnimController.AddLimb(newLimb);
character.AnimController.AddLimb(huskAppendage);
character.AnimController.AddJoint(jointElement);
}
private void DeactivateHusk(Character character)
{
character.NeedsAir = true;
RemoveHuskAppendage(character);
}
private void RemoveHuskAppendage(Character character)
{
if (huskAppendage == null) return;
character.AnimController.RemoveLimb(huskAppendage);
huskAppendage = null;
}
public void Remove(Character character)
{
if (character != null)
character.OnDeath -= CharacterDead;
DeactivateHusk(character);
if (character != null) character.OnDeath -= CharacterDead;
}
private void CharacterDead(Character character, CauseOfDeath causeOfDeath)