Reapply "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 046483b9da.
This commit is contained in:
@@ -9,6 +9,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Threading;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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@@ -485,7 +486,10 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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item.body.ResetDynamics();
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// Calculate target position
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Vector2 targetPos;
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Submarine forceSubmarine = picker.Submarine;
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Limb heldHand, arm;
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if (picker.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand))
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{
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@@ -503,17 +507,42 @@ namespace Barotrauma.Items.Components
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Vector2 diff = new Vector2(
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(heldHand.SimPosition.X - arm.SimPosition.X) / 2f,
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(heldHand.SimPosition.Y - arm.SimPosition.Y) / 2.5f);
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targetPos = heldHand.SimPosition + diff;
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}
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else
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{
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targetPos = picker.SimPosition;
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}
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// Defer physics operations if in parallel context
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if (PhysicsBodyQueue.IsInParallelContext)
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{
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var capturedBody = item.body;
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var capturedItem = item;
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var capturedTargetPos = targetPos;
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var capturedForceSubmarine = forceSubmarine;
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PhysicsBodyQueue.Enqueue(() =>
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{
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if (capturedBody.Removed || capturedItem.Removed) { return; }
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capturedBody.ResetDynamics();
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//we have forced the item to be in the same sub as the dropper above,
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//and are placing it to the position of the hands in "local" coordinates
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//which may be outside the sub if the character is e.g. standing half-way through the airlock
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// -> let's use the forceSubmarine argument ensure the item is still considered to be in the sub's coordinate space,
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// or it will end up in a weird state and seemingly disappear
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capturedItem.SetTransform(capturedTargetPos, 0.0f, forceSubmarine: capturedForceSubmarine);
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});
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}
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else
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{
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item.body.ResetDynamics();
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//we have forced the item to be in the same sub as the dropper above,
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//and are placing it to the position of the hands in "local" coordinates
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//which may be outside the sub if the character is e.g. standing half-way through the airlock
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// -> let's use the forceSubmarine argument ensure the item is still considered to be in the sub's coordinate space,
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// or it will end up in a weird state and seemingly disappear
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item.SetTransform(heldHand.SimPosition + diff, 0.0f, forceSubmarine: picker.Submarine);
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}
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else
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{
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item.SetTransform(picker.SimPosition, 0.0f, forceSubmarine: picker.Submarine);
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item.SetTransform(targetPos, 0.0f, forceSubmarine: forceSubmarine);
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}
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}
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}
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@@ -616,12 +645,13 @@ namespace Barotrauma.Items.Components
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return CanBeAttached(user, out _);
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}
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private static List<Item> tempOverlappingItems = new List<Item>();
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private static readonly ThreadLocal<List<Item>> tempOverlappingItems = new ThreadLocal<List<Item>>(() => new List<Item>());
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private bool CanBeAttached(Character user, out IEnumerable<Item> overlappingItems)
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{
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tempOverlappingItems.Clear();
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overlappingItems = tempOverlappingItems;
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var overlapping = tempOverlappingItems.Value;
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overlapping.Clear();
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overlappingItems = overlapping;
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if (!attachable || !Reattachable) { return false; }
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//can be attached anywhere in sub editor
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@@ -664,9 +694,9 @@ namespace Barotrauma.Items.Components
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}
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if (attachPos.X + size.X < worldRect.X || attachPos.X - size.X > worldRect.Right) { continue; }
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if (attachPos.Y - size.Y > worldRect.Y || attachPos.Y + size.Y < worldRect.Y - worldRect.Height) { continue; }
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tempOverlappingItems.Add(otherItem);
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overlapping.Add(otherItem);
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}
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if (tempOverlappingItems.Any()) { return false; }
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if (overlapping.Any()) { return false; }
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}
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//can be attached anywhere inside hulls
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+30
-5
@@ -13,6 +13,12 @@ namespace Barotrauma.Items.Components
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private Holdable holdable;
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private float deattachTimer;
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/// <summary>
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/// Flag to prevent multiple queued creation requests.
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/// Uses volatile to ensure visibility across threads.
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/// </summary>
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private volatile bool triggerBodyCreationQueued;
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[Serialize(1.0f, IsPropertySaveable.No, description: "How long it takes to deattach the item from the level walls (in seconds).")]
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public float DeattachDuration
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@@ -86,13 +92,16 @@ namespace Barotrauma.Items.Components
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{
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if (trigger != null && amount.LengthSquared() > 0.00001f)
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{
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// Defer physics operation if in parallel context (Farseer is not thread-safe)
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var capturedTrigger = trigger;
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var capturedPos = item.SimPosition;
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if (ignoreContacts)
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{
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trigger.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
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PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransformIgnoreContacts(capturedPos, 0.0f));
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}
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else
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{
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trigger.SetTransform(item.SimPosition, 0.0f);
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PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransform(capturedPos, 0.0f));
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}
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}
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}
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@@ -109,13 +118,29 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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if (trigger == null)
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if (trigger == null && !triggerBodyCreationQueued)
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{
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CreateTriggerBody();
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// Queue the physics body creation to be processed on the main thread.
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// This is necessary because physics body creation is not thread-safe
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// and Update() may be called from a parallel loop.
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triggerBodyCreationQueued = true;
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PhysicsBodyQueue.EnqueueCreation(() =>
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{
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// Double-check that trigger hasn't been created yet
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// (in case this was called multiple times before queue processing)
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if (trigger == null && !item.Removed)
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{
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CreateTriggerBody();
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}
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triggerBodyCreationQueued = false;
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});
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}
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if (trigger != null && Vector2.DistanceSquared(item.SimPosition, trigger.SimPosition) > 0.01f)
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{
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trigger.SetTransform(item.SimPosition, 0.0f);
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// Defer physics operation if in parallel context (Farseer is not thread-safe)
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var capturedTrigger = trigger;
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var capturedPos = item.SimPosition;
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PhysicsBodyQueue.ExecuteOrDefer(() => capturedTrigger.SetTransform(capturedPos, 0.0f));
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}
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IsActive = false;
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}
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@@ -4,6 +4,7 @@ using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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@@ -25,7 +26,7 @@ namespace Barotrauma.Items.Components
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private readonly HashSet<Entity> hitTargets = new HashSet<Entity>();
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private readonly Queue<Fixture> impactQueue = new Queue<Fixture>();
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private readonly ConcurrentQueue<Fixture> impactQueue = new ConcurrentQueue<Fixture>();
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public Character User { get; private set; }
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@@ -191,17 +192,16 @@ namespace Barotrauma.Items.Components
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{
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if (!item.body.Enabled)
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{
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impactQueue.Clear();
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while (impactQueue.TryDequeue(out _)) { } // Clear queue
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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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while (impactQueue.TryDequeue(out _)) { } // Clear queue
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IsActive = false;
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}
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while (impactQueue.Count > 0)
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while (impactQueue.TryDequeue(out var impact))
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{
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var impact = impactQueue.Dequeue();
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HandleImpact(impact);
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}
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//in case handling the impact does something to the picker
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@@ -301,7 +301,7 @@ namespace Barotrauma.Items.Components
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private void RestoreCollision()
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{
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impactQueue.Clear();
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while (impactQueue.TryDequeue(out _)) { } // Clear queue
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item.body.FarseerBody.OnCollision -= OnCollision;
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item.body.CollisionCategories = Physics.CollisionItem;
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item.body.CollidesWith = Physics.DefaultItemCollidesWith;
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@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
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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.Threading;
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using Barotrauma.Extensions;
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using Barotrauma.MapCreatures.Behavior;
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@@ -315,7 +316,7 @@ namespace Barotrauma.Items.Components
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partial void UseProjSpecific(float deltaTime, Vector2 raystart);
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private static readonly List<Body> hitBodies = new List<Body>();
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private static readonly ThreadLocal<List<Body>> hitBodies = new ThreadLocal<List<Body>>(() => new List<Body>());
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private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
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private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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@@ -373,13 +374,13 @@ namespace Barotrauma.Items.Components
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},
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allowInsideFixture: true);
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hitBodies.Clear();
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hitBodies.AddRange(bodies.Distinct());
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hitBodies.Value.Clear();
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hitBodies.Value.AddRange(bodies.Distinct());
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lastPickedFraction = Submarine.LastPickedFraction;
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Type lastHitType = null;
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hitCharacters.Clear();
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foreach (Body body in hitBodies)
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foreach (Body body in hitBodies.Value)
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{
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Type bodyType = body.UserData?.GetType();
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if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
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@@ -897,48 +898,49 @@ namespace Barotrauma.Items.Components
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}
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}
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private static List<ISerializableEntity> currentTargets = new List<ISerializableEntity>();
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private static readonly ThreadLocal<List<ISerializableEntity>> currentTargets = new ThreadLocal<List<ISerializableEntity>>(() => new List<ISerializableEntity>());
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private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, Item targetItem = null, Character character = null, Limb limb = null, Structure structure = null)
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{
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if (statusEffectLists == null) { return; }
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if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
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var targets = currentTargets.Value;
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foreach (StatusEffect effect in statusEffects)
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{
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currentTargets.Clear();
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targets.Clear();
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effect.SetUser(user);
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if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
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{
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if (targetItem != null)
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{
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currentTargets.AddRange(targetItem.AllPropertyObjects);
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targets.AddRange(targetItem.AllPropertyObjects);
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}
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if (structure != null)
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{
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currentTargets.Add(structure);
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targets.Add(structure);
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}
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if (character != null)
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{
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currentTargets.Add(character);
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targets.Add(character);
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}
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effect.Apply(actionType, deltaTime, item, currentTargets);
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effect.Apply(actionType, deltaTime, item, targets);
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}
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else if (effect.HasTargetType(StatusEffect.TargetType.Character))
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{
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currentTargets.Add(user);
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effect.Apply(actionType, deltaTime, item, currentTargets);
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targets.Add(user);
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effect.Apply(actionType, deltaTime, item, targets);
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}
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else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
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{
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currentTargets.Add(limb);
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effect.Apply(actionType, deltaTime, item, currentTargets);
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targets.Add(limb);
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effect.Apply(actionType, deltaTime, item, targets);
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}
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#if CLIENT
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if (user == null) { return; }
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// Hard-coded progress bars for welding doors stuck.
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// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
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foreach (ISerializableEntity target in currentTargets)
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foreach (ISerializableEntity target in targets)
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{
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if (target is not Door door) { continue; }
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if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }
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