(4b33eda28) Merge branch 'dev' into enemy-ai
This commit is contained in:
@@ -1110,13 +1110,15 @@ namespace Barotrauma
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ViewTarget = null;
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if (!AllowInput) return;
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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if (Controlled == this)
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if (Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer))
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{
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SmoothedCursorPosition = cursorPosition;
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}
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else
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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@@ -1664,10 +1666,12 @@ namespace Barotrauma
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focusedItem = null;
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}
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findFocusedTimer -= deltaTime;
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}
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}
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#endif
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//climb ladders automatically when pressing up/down inside their trigger area
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if (SelectedConstruction == null && !AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
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Ladder currentLadder = SelectedConstruction?.GetComponent<Ladder>();
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if ((SelectedConstruction == null || currentLadder != null) &&
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!AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
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{
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bool climbInput = IsKeyDown(InputType.Up) || IsKeyDown(InputType.Down);
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bool isControlled = Controlled == this;
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@@ -1678,6 +1682,19 @@ namespace Barotrauma
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float minDist = float.PositiveInfinity;
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foreach (Ladder ladder in Ladder.List)
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{
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if (ladder == currentLadder)
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{
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continue;
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}
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else if (currentLadder != null)
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{
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//only switch from ladder to another if the ladders are above the current ladders and pressing up, or vice versa
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if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y != IsKeyDown(InputType.Up))
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{
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continue;
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}
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}
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if (CanInteractWith(ladder.Item, out float dist, checkLinked: false) && dist < minDist)
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{
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minDist = dist;
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+6
-1
@@ -153,7 +153,10 @@ namespace Barotrauma
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//how high the strength has to be for the affliction icon to be shown in the UI
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public readonly float ShowIconThreshold = 0.05f;
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public readonly float MaxStrength = 100.0f;
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//how high the strength has to be for the affliction icon to be shown with a health scanner
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public readonly float ShowInHealthScannerThreshold = 0.05f;
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public float BurnOverlayAlpha;
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public float DamageOverlayAlpha;
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@@ -257,6 +260,8 @@ namespace Barotrauma
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ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
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MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
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ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
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DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
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BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
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@@ -460,6 +460,7 @@ namespace Barotrauma
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{
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affliction.Strength = 0.0f;
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}
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CalculateVitality();
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}
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private void AddLimbAffliction(Limb limb, Affliction newAffliction)
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@@ -12,8 +12,6 @@ namespace Barotrauma.Items.Components
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public static float SkillIncreaseMultiplier = 0.4f;
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private string header;
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private float fixDurationLowSkill, fixDurationHighSkill;
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private float deteriorationTimer;
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@@ -52,17 +50,20 @@ namespace Barotrauma.Items.Components
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set;
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}
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/*private float repairProgress;
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public float RepairProgress
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[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with insufficient skill levels.")]
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public float FixDurationLowSkill
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{
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get { return repairProgress; }
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set
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{
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repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
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if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
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}
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}*/
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get;
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set;
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}
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[Serialize(10.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with sufficient skill levels.")]
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public float FixDurationHighSkill
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{
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get;
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set;
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}
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private Character currentFixer;
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public Character CurrentFixer
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{
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@@ -83,8 +84,6 @@ namespace Barotrauma.Items.Components
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this.item = item;
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header = element.GetAttributeString("name", "");
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fixDurationLowSkill = element.GetAttributeFloat("fixdurationlowskill", 100.0f);
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fixDurationHighSkill = element.GetAttributeFloat("fixdurationhighskill", 5.0f);
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InitProjSpecific(element);
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}
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@@ -160,7 +159,7 @@ namespace Barotrauma.Items.Components
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}
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bool wasBroken = !item.IsFullCondition;
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float fixDuration = MathHelper.Lerp(fixDurationLowSkill, fixDurationHighSkill, successFactor);
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float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
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if (fixDuration <= 0.0f)
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{
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item.Condition = item.MaxCondition;
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@@ -186,26 +185,5 @@ namespace Barotrauma.Items.Components
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{
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character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write(deteriorationTimer);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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deteriorationTimer = msg.ReadSingle();
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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//no need to write anything, just letting the server know we started repairing
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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if (c.Character == null) return;
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StartRepairing(c.Character);
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}
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}
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}
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@@ -59,7 +59,7 @@ namespace Barotrauma
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public PhysicsBody body;
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public readonly XElement StaticBodyConfig;
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private float lastSentCondition;
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private float sendConditionUpdateTimer;
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private bool conditionUpdatePending;
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@@ -274,12 +274,11 @@ namespace Barotrauma
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SetActiveSprite();
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && lastSentCondition != condition)
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(lastSentCondition, condition))
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{
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if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
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lastSentCondition = condition;
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conditionUpdatePending = true;
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}
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}
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}
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@@ -996,6 +995,21 @@ namespace Barotrauma
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aiTarget.SightRange -= deltaTime * 1000.0f;
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aiTarget.SoundRange -= deltaTime * 1000.0f;
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}
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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sendConditionUpdateTimer -= deltaTime;
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if (conditionUpdatePending)
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{
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if (sendConditionUpdateTimer <= 0.0f)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
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lastSentCondition = condition;
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sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
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conditionUpdatePending = false;
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}
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}
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}
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ApplyStatusEffects(ActionType.Always, deltaTime, null);
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@@ -1272,7 +1286,11 @@ namespace Barotrauma
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LastSentSignalRecipients.Clear();
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if (connections == null) return;
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stepsTaken++;
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public List<T> GetConnectedComponentsRecursive<T>(Connection c) where T : ItemComponent
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{
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List<T> connectedComponents = new List<T>();
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List<Item> alreadySearched = new List<Item>() { this };
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GetConnectedComponentsRecursive(c, alreadySearched, connectedComponents);
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if (!connections.TryGetValue(connectionName, out Connection c)) return;
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@@ -231,7 +231,7 @@ namespace Barotrauma
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public static Level CreateRandom(LocationConnection locationConnection)
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{
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string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
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string seed = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
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float sizeFactor = MathUtils.InverseLerp(
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MapGenerationParams.Instance.SmallLevelConnectionLength,
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@@ -15,7 +15,6 @@ namespace Barotrauma
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public Vector3 Position;
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public float NetworkUpdateTimer;
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public const float NetworkUpdateInterval = 0.2f;
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public float Scale;
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@@ -343,7 +343,7 @@ namespace Barotrauma
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { obj });
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obj.NeedsNetworkSyncing = false;
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obj.NetworkUpdateTimer = LevelObject.NetworkUpdateInterval;
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obj.NetworkUpdateTimer = NetConfig.LevelObjectUpdateInterval;
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}
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}
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@@ -15,6 +15,8 @@ namespace Barotrauma
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public int TypeChangeTimer;
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public string BaseName { get => baseName; }
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public string Name { get; private set; }
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public Vector2 MapPosition { get; private set; }
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@@ -34,7 +36,7 @@ namespace Barotrauma
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for (int i = availableMissions.Count; i < Connections.Count * 2; i++)
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{
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int seed = (ToolBox.StringToInt(Name) + MissionsCompleted * 10 + i) % int.MaxValue;
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int seed = (ToolBox.StringToInt(BaseName) + MissionsCompleted * 10 + i) % int.MaxValue;
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MTRandom rand = new MTRandom(seed);
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LocationConnection connection = Connections[(MissionsCompleted + i) % Connections.Count];
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@@ -578,10 +578,12 @@ namespace Barotrauma
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location.MissionsCompleted = missionsCompleted;
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if (showNotifications && prevLocationType != location.Type)
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{
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ChangeLocationType(
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location,
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prevLocationName,
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prevLocationType.CanChangeTo.Find(c => c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant()));
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var change = prevLocationType.CanChangeTo.Find(c =>
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c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant());
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if (change != null)
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{
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ChangeLocationType(location, prevLocationName, change);
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}
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}
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break;
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case "connection":
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@@ -10,6 +10,7 @@ using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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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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using Voronoi2;
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@@ -7,7 +7,7 @@
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enum FileTransferMessageType
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{
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Unknown, Initiate, Data, Cancel
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Unknown, Initiate, Data, TransferOnSameMachine, Cancel
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}
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enum FileTransferType
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@@ -32,11 +32,13 @@ namespace Barotrauma.Networking
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public const float HighPrioCharacterPositionUpdateInterval = 0.0f;
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public const float LowPrioCharacterPositionUpdateInterval = 1.0f;
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//how much the physics body of an item has to move until the server
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//send a position update to clients (in sim units)
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public const float ItemPosUpdateDistance = 2.0f;
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public const float DeleteDisconnectedTime = 10.0f;
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public const float DeleteDisconnectedTime = 20.0f;
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public const float ItemConditionUpdateInterval = 0.15f;
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public const float LevelObjectUpdateInterval = 0.5f;
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public const int MaxEventPacketsPerUpdate = 4;
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/// <summary>
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/// Interpolates the positional error of a physics body towards zero.
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+2
-9
@@ -58,15 +58,8 @@ namespace Barotrauma.Networking
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eventCount++;
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continue;
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}
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//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
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/*else if (Entity.FindEntityByID(e.Entity.ID) != e.Entity || e.Entity.IdFreed)
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{
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//technically the clients don't have any use for these, but removing events and shifting the IDs of all
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//consecutive ones is so error-prone that I think this is a safer option
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tempBuffer.Write(Entity.NullEntityID);
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tempBuffer.WritePadBits();
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}*/
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else
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if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > MaxEventBufferLength)
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{
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//no more room in this packet
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break;
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Reference in New Issue
Block a user