Faction Test v1.0.1.0
This commit is contained in:
+72
-43
@@ -150,8 +150,10 @@ namespace Barotrauma
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private readonly float movementLerp;
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private float cprAnimTimer;
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private float cprPump;
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private float cprAnimTimer,cprPump;
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private float fallingProneAnimTimer;
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const float FallingProneAnimDuration = 1.0f;
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private bool swimming;
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//time until the character can switch from walking to swimming or vice versa
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@@ -268,7 +270,8 @@ namespace Barotrauma
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if (deathAnimTimer < deathAnimDuration)
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{
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deathAnimTimer += deltaTime;
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UpdateDying(deltaTime);
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//the force/torque used to move the limbs goes from 1 to 0 during the death anim duration
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UpdateFallingProne(1.0f - deathAnimTimer / deathAnimDuration);
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}
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}
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else
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@@ -278,6 +281,11 @@ namespace Barotrauma
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if (!character.CanMove)
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{
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if (fallingProneAnimTimer < FallingProneAnimDuration)
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{
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fallingProneAnimTimer += deltaTime;
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UpdateFallingProne(1.0f);
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}
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levitatingCollider = false;
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Collider.FarseerBody.FixedRotation = false;
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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@@ -291,18 +299,20 @@ namespace Barotrauma
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}
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return;
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}
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fallingProneAnimTimer = 0.0f;
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//re-enable collider
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if (!Collider.Enabled)
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{
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var lowestLimb = FindLowestLimb();
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Collider.SetTransform(new Vector2(
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Collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (Collider.Radius + Collider.Height / 2), Collider.SimPosition.Y)),
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Collider.Rotation);
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Collider.FarseerBody.ResetDynamics();
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Collider.FarseerBody.LinearVelocity = MainLimb.LinearVelocity;
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Collider.Enabled = true;
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}
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@@ -444,12 +454,13 @@ namespace Barotrauma
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aiming = false;
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wasAimingMelee = aimingMelee;
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aimingMelee = false;
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IsHanging = false;
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IsHanging = IsHanging && character.IsRagdolled;
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}
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void UpdateStanding()
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{
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if (CurrentGroundedParams == null) { return; }
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var currentGroundedParams = CurrentGroundedParams;
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if (currentGroundedParams == null) { return; }
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Vector2 handPos;
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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@@ -472,7 +483,7 @@ namespace Barotrauma
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walkCycleMultiplier *= 1.5f;
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}
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float getUpForce = CurrentGroundedParams.GetUpForce / RagdollParams.JointScale;
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float getUpForce = currentGroundedParams.GetUpForce / RagdollParams.JointScale;
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Vector2 colliderPos = GetColliderBottom();
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if (Math.Abs(TargetMovement.X) > 1.0f)
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@@ -573,7 +584,7 @@ namespace Barotrauma
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}
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float stepLift = TargetMovement.X == 0.0f ? 0 :
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(float)Math.Sin(WalkPos * CurrentGroundedParams.StepLiftFrequency + MathHelper.Pi * CurrentGroundedParams.StepLiftOffset) * (CurrentGroundedParams.StepLiftAmount / 100);
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(float)Math.Sin(WalkPos * currentGroundedParams.StepLiftFrequency + MathHelper.Pi * currentGroundedParams.StepLiftOffset) * (currentGroundedParams.StepLiftAmount / 100);
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float y = colliderPos.Y + stepLift;
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@@ -588,7 +599,7 @@ namespace Barotrauma
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if (!head.Disabled)
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{
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y = colliderPos.Y + stepLift * CurrentGroundedParams.StepLiftHeadMultiplier;
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y = colliderPos.Y + stepLift * currentGroundedParams.StepLiftHeadMultiplier;
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if (HeadPosition.HasValue) { y += HeadPosition.Value; }
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if (Crouching && !movingHorizontally) { y -= HumanCrouchParams.MoveDownAmountWhenStationary; }
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head.PullJointWorldAnchorB =
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@@ -605,18 +616,18 @@ namespace Barotrauma
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if (TorsoAngle.HasValue && !torso.Disabled)
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{
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float torsoAngle = TorsoAngle.Value;
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float herpesStrength = character.CharacterHealth.GetAfflictionStrength("spaceherpes");
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float herpesStrength = character.CharacterHealth.GetAfflictionStrength(AfflictionPrefab.SpaceHerpesType);
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if (Crouching && !movingHorizontally && !Aiming) { torsoAngle -= HumanCrouchParams.ExtraTorsoAngleWhenStationary; }
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torsoAngle -= herpesStrength / 150.0f;
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torso.body.SmoothRotate(torsoAngle * Dir, CurrentGroundedParams.TorsoTorque);
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torso.body.SmoothRotate(torsoAngle * Dir, currentGroundedParams.TorsoTorque);
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}
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if (!head.Disabled)
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{
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if (!Aiming && CurrentGroundedParams.FixedHeadAngle && HeadAngle.HasValue)
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if (!Aiming && currentGroundedParams.FixedHeadAngle && HeadAngle.HasValue)
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{
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float headAngle = HeadAngle.Value;
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if (Crouching && !movingHorizontally) { headAngle -= HumanCrouchParams.ExtraHeadAngleWhenStationary; }
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head.body.SmoothRotate(headAngle * Dir, CurrentGroundedParams.HeadTorque);
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head.body.SmoothRotate(headAngle * Dir, currentGroundedParams.HeadTorque);
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}
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else
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{
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@@ -655,16 +666,16 @@ namespace Barotrauma
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if (footPos.Y < 0.0f) { footPos.Y = -0.15f; }
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//make the character limp if the feet are damaged
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float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
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float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength(AfflictionPrefab.DamageType, foot, true);
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footPos.X *= MathHelper.Lerp(1.0f, 0.75f, MathHelper.Clamp(footAfflictionStrength / 50.0f, 0.0f, 1.0f));
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if (CurrentGroundedParams.FootLiftHorizontalFactor > 0)
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if (currentGroundedParams.FootLiftHorizontalFactor > 0)
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{
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// Calculate the foot y dynamically based on the foot position relative to the waist,
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// so that the foot aims higher when it's behind the waist and lower when it's in the front.
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float xDiff = (foot.SimPosition.X - waistPos.X + FootMoveOffset.X) * Dir;
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float min = MathUtils.InverseLerp(1, 0, CurrentGroundedParams.FootLiftHorizontalFactor);
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float max = 1 + MathUtils.InverseLerp(0, 1, CurrentGroundedParams.FootLiftHorizontalFactor);
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float min = MathUtils.InverseLerp(1, 0, currentGroundedParams.FootLiftHorizontalFactor);
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float max = 1 + MathUtils.InverseLerp(0, 1, currentGroundedParams.FootLiftHorizontalFactor);
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float xFactor = MathHelper.Lerp(min, max, MathUtils.InverseLerp(RagdollParams.JointScale, -RagdollParams.JointScale, xDiff));
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footPos.Y *= xFactor;
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}
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@@ -688,19 +699,19 @@ namespace Barotrauma
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{
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foot.DebugRefPos = colliderPos;
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foot.DebugTargetPos = colliderPos + footPos;
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MoveLimb(foot, colliderPos + footPos, CurrentGroundedParams.FootMoveStrength);
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MoveLimb(foot, colliderPos + footPos, currentGroundedParams.FootMoveStrength);
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FootIK(foot, colliderPos + footPos,
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CurrentGroundedParams.LegBendTorque, CurrentGroundedParams.FootTorque, CurrentGroundedParams.FootAngleInRadians);
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currentGroundedParams.LegBendTorque, currentGroundedParams.FootTorque, currentGroundedParams.FootAngleInRadians);
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}
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}
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//calculate the positions of hands
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handPos = torso.SimPosition;
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handPos.X = -walkPosX * CurrentGroundedParams.HandMoveAmount.X;
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handPos.X = -walkPosX * currentGroundedParams.HandMoveAmount.X;
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float lowerY = CurrentGroundedParams.HandClampY;
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float lowerY = currentGroundedParams.HandClampY;
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handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(WalkPos - Math.PI * 1.5f) * CurrentGroundedParams.HandMoveAmount.Y));
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handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(WalkPos - Math.PI * 1.5f) * currentGroundedParams.HandMoveAmount.Y));
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Vector2 posAddition = new Vector2(Math.Sign(movement.X) * HandMoveOffset.X, HandMoveOffset.Y);
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@@ -708,13 +719,13 @@ namespace Barotrauma
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{
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HandIK(rightHand,
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torso.SimPosition + posAddition + new Vector2(-handPos.X, (Math.Sign(walkPosX) == Math.Sign(Dir)) ? handPos.Y : lowerY),
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CurrentGroundedParams.ArmMoveStrength, CurrentGroundedParams.HandMoveStrength);
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currentGroundedParams.ArmMoveStrength, currentGroundedParams.HandMoveStrength);
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}
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if (leftHand != null && !leftHand.Disabled)
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{
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HandIK(leftHand,
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torso.SimPosition + posAddition + new Vector2(handPos.X, (Math.Sign(walkPosX) == Math.Sign(-Dir)) ? handPos.Y : lowerY),
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CurrentGroundedParams.ArmMoveStrength, CurrentGroundedParams.HandMoveStrength);
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currentGroundedParams.ArmMoveStrength, currentGroundedParams.HandMoveStrength);
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}
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}
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else
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@@ -745,8 +756,8 @@ namespace Barotrauma
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{
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foot.DebugRefPos = colliderPos;
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foot.DebugTargetPos = footPos;
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float footMoveForce = CurrentGroundedParams.FootMoveStrength;
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float legBendTorque = CurrentGroundedParams.LegBendTorque;
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float footMoveForce = currentGroundedParams.FootMoveStrength;
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float legBendTorque = currentGroundedParams.LegBendTorque;
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if (Crouching)
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{
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// Keeps the pose
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@@ -754,7 +765,7 @@ namespace Barotrauma
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footMoveForce *= 2;
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}
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MoveLimb(foot, footPos, footMoveForce);
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FootIK(foot, footPos, legBendTorque, CurrentGroundedParams.FootTorque, CurrentGroundedParams.FootAngleInRadians);
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FootIK(foot, footPos, legBendTorque, currentGroundedParams.FootTorque, currentGroundedParams.FootAngleInRadians);
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}
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}
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@@ -770,7 +781,7 @@ namespace Barotrauma
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var arm = GetLimb(armType);
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if (arm != null && Math.Abs(arm.body.AngularVelocity) < 10.0f)
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{
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arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.5f, 0.5f), arm.Mass * 50.0f * CurrentGroundedParams.ArmMoveStrength);
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arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.5f, 0.5f), arm.Mass * 50.0f * currentGroundedParams.ArmMoveStrength);
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}
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//get the elbow to a neutral rotation
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@@ -781,14 +792,14 @@ namespace Barotrauma
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if (elbow != null)
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{
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float diff = elbow.JointAngle - (Dir > 0 ? elbow.LowerLimit : elbow.UpperLimit);
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forearm.body.ApplyTorque(MathHelper.Clamp(-diff, -MathHelper.PiOver2, MathHelper.PiOver2) * forearm.Mass * 100.0f * CurrentGroundedParams.ArmMoveStrength);
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forearm.body.ApplyTorque(MathHelper.Clamp(-diff, -MathHelper.PiOver2, MathHelper.PiOver2) * forearm.Mass * 100.0f * currentGroundedParams.ArmMoveStrength);
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}
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}
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// Try to keep the wrist straight
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LimbJoint wrist = GetJointBetweenLimbs(foreArmType, hand.type);
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if (wrist != null)
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{
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hand.body.ApplyTorque(MathHelper.Clamp(-wrist.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 100f * CurrentGroundedParams.HandMoveStrength);
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hand.body.ApplyTorque(MathHelper.Clamp(-wrist.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 100f * currentGroundedParams.HandMoveStrength);
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}
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}
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}
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@@ -1292,10 +1303,9 @@ namespace Barotrauma
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}
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}
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void UpdateDying(float deltaTime)
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void UpdateFallingProne(float strength)
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{
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//the force/torque used to move the limbs goes from 1 to 0 during the death anim duration
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float strength = 1.0f - deathAnimTimer / deathAnimDuration;
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if (strength <= 0.0f) { return; }
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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@@ -1319,6 +1329,19 @@ namespace Barotrauma
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}
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if (torso == null) { return; }
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//make the torso tip over
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//otherwise it tends to just drop straight down, pinning the characters legs in a weird pose
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if (!InWater)
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{
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//prefer tipping over in the same direction the torso is rotating
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//or moving
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//or lastly, in the direction it's facing if it's not moving/rotating
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float fallDirection = Math.Sign(torso.body.AngularVelocity - torso.body.LinearVelocity.X - Dir * 0.01f);
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float torque = MathF.Cos(torso.Rotation) * fallDirection * 5.0f * strength;
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torso.body.ApplyTorque(torque * torso.body.Mass);
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}
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//attempt to make legs stay in a straight line with the torso to prevent the character from doing a split
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for (int i = 0; i < 2; i++)
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{
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@@ -1503,12 +1526,12 @@ namespace Barotrauma
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Limb rightHand = GetLimb(LimbType.RightHand);
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Limb targetLeftHand = target.AnimController.GetLimb(LimbType.LeftForearm);
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if (targetLeftHand == null) targetLeftHand = target.AnimController.GetLimb(LimbType.Torso);
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if (targetLeftHand == null) targetLeftHand = target.AnimController.MainLimb;
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if (targetLeftHand == null) { targetLeftHand = target.AnimController.GetLimb(LimbType.Torso); }
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if (targetLeftHand == null) { targetLeftHand = target.AnimController.MainLimb; }
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Limb targetRightHand = target.AnimController.GetLimb(LimbType.RightForearm);
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if (targetRightHand == null) targetRightHand = target.AnimController.GetLimb(LimbType.Torso);
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if (targetRightHand == null) targetRightHand = target.AnimController.MainLimb;
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if (targetRightHand == null) { targetRightHand = target.AnimController.GetLimb(LimbType.Torso); }
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if (targetRightHand == null) { targetRightHand = target.AnimController.MainLimb; }
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if (!target.AllowInput)
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{
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@@ -1644,18 +1667,24 @@ namespace Barotrauma
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pullLimb.PullJointEnabled = true;
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if (targetLimb.type == LimbType.Torso || targetLimb == target.AnimController.MainLimb)
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{
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Vector2 pullLimbAnchor = targetLimb.SimPosition;
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pullLimb.PullJointMaxForce = 5000.0f;
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if (!character.HasAbilityFlag(AbilityFlags.MoveNormallyWhileDragging))
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{
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targetMovement *= MathHelper.Clamp(Mass / target.Mass, 0.5f, 1.0f);
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}
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Vector2 shoulderPos = rightShoulder.WorldAnchorA;
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Vector2 dragDir = inWater ? Vector2.Normalize(targetLimb.SimPosition - shoulderPos) : Vector2.UnitY;
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if (!MathUtils.IsValid(dragDir)) { dragDir = Vector2.UnitY; }
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targetAnchor = shoulderPos - dragDir * ConvertUnits.ToSimUnits(upperArmLength + forearmLength);
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Vector2 shoulderPos = rightShoulder.WorldAnchorA;
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float targetDist = Vector2.Distance(targetLimb.SimPosition, shoulderPos);
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Vector2 dragDir = (targetLimb.SimPosition - shoulderPos) / targetDist;
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if (!MathUtils.IsValid(dragDir)) { dragDir = -Vector2.UnitY; }
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if (!InWater)
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{
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//lerp the arm downwards when not swimming
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dragDir = Vector2.Lerp(dragDir, -Vector2.UnitY, 0.5f);
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}
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Vector2 pullLimbAnchor = shoulderPos + dragDir * Math.Min(targetDist, (upperArmLength + forearmLength) * 2);
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targetAnchor = shoulderPos + dragDir * (upperArmLength + forearmLength);
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targetForce = 200.0f;
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if (target.Submarine != character.Submarine)
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{
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