Faction Test v1.0.1.0
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@@ -6,6 +6,7 @@ using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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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 Voronoi2;
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@@ -13,6 +14,21 @@ namespace Barotrauma.Items.Components
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{
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partial class Projectile : ItemComponent, IServerSerializable
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{
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const int SpreadCounterWrapAround = 256;
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private static readonly ImmutableArray<float> spreadPool;
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static Projectile()
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{
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MTRandom random = new MTRandom(0);
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spreadPool = Enumerable.Range(0, SpreadCounterWrapAround).Select(f => (float)random.NextDouble() - 0.5f).ToImmutableArray();
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}
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public static float GetSpreadFromPool(int seed)
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{
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if (seed < 0) { seed = -seed; }
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return spreadPool[seed % SpreadCounterWrapAround];
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}
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struct HitscanResult
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{
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public Fixture Fixture;
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@@ -41,10 +57,14 @@ namespace Barotrauma.Items.Components
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}
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}
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public const float WaterDragCoefficient = 0.1f;
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private readonly Queue<Impact> impactQueue = new Queue<Impact>();
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private bool removePending;
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public byte SpreadCounter { get; private set; }
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//continuous collision detection is used while the projectile is moving faster than this
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const float ContinuousCollisionThreshold = 5.0f;
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@@ -112,27 +132,34 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "Can the item stick to the character it hits.")]
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[Serialize(false, IsPropertySaveable.No, description: "Can the projectile stick to characters.")]
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public bool StickToCharacters
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "Can the item stick to the structure it hits.")]
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[Serialize(false, IsPropertySaveable.No, description: "Can the projectile stick to walls.")]
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public bool StickToStructures
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "Can the item stick to the item it hits.")]
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[Serialize(false, IsPropertySaveable.No, description: "Can the projectile stick to items.")]
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public bool StickToItems
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "Can the projectile stick to doors. Caution: may cause issues.")]
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public bool StickToDoors
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "Can the item stick even to deflective targets.")]
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public bool StickToDeflective
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{
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@@ -273,6 +300,8 @@ namespace Barotrauma.Items.Components
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return;
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}
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SpreadCounter = (byte)(item.ID % SpreadCounterWrapAround);
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(ContentXElement element);
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@@ -352,7 +381,7 @@ namespace Barotrauma.Items.Components
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{
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#if SERVER
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launchRot = rotation;
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Item.CreateServerEvent(this, new EventData(launch: true));
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Item.CreateServerEvent(this, new EventData(launch: true, spreadCounter: (byte)(SpreadCounter - 1)));
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#endif
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}
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}
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@@ -376,8 +405,9 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * Rand.Range(-0.5f, 0.5f));
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launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * GetSpreadFromPool(SpreadCounter));
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}
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SpreadCounter++;
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Vector2 launchDir = new Vector2((float)Math.Cos(launchAngle), (float)Math.Sin(launchAngle));
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if (Hitscan)
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@@ -395,7 +425,6 @@ namespace Barotrauma.Items.Components
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item.body.SetTransform(item.body.SimPosition, launchAngle);
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float modifiedLaunchImpulse = (LaunchImpulse + launchImpulseModifier) * (1 + Rand.Range(-ImpulseSpread, ImpulseSpread));
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DoLaunch(launchDir * modifiedLaunchImpulse);
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System.Diagnostics.Debug.WriteLine("launch: " + modifiedLaunchImpulse + " - " + item.body.LinearVelocity);
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}
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}
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User = character;
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@@ -416,6 +445,7 @@ namespace Barotrauma.Items.Components
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}
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item.Drop(null, createNetworkEvent: false);
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Item.WaterDragCoefficient = WaterDragCoefficient;
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launchPos = item.SimPosition;
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@@ -450,6 +480,7 @@ namespace Barotrauma.Items.Components
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Vector2 simPositon = item.SimPosition;
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Vector2 rayStartWorld = item.WorldPosition;
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item.Drop(null);
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Item.WaterDragCoefficient = WaterDragCoefficient;
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item.body.Enabled = true;
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//set the velocity of the body because the OnProjectileCollision method
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@@ -467,36 +498,36 @@ namespace Barotrauma.Items.Components
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Vector2 rayEndWorld = rayStartWorld + dir * worldDist;
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List<HitscanResult> hits = new List<HitscanResult>();
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hits.AddRange(DoRayCast(rayStart, rayEnd, submarine: item.Submarine));
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if (item.Submarine != null)
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{
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//shooting indoors, do a hitscan outside as well
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hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition, rayEnd + item.Submarine.SimPosition, submarine: null));
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//also in the coordinate space of docked subs
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foreach (Submarine dockedSub in item.Submarine.DockedTo)
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{
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if (dockedSub == item.Submarine) { continue; }
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hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition - dockedSub.SimPosition, rayEnd + item.Submarine.SimPosition - dockedSub.SimPosition, dockedSub));
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}
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//do a hitscan in other subs' coordinate spaces
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RayCastInOtherSubs(rayStart + item.Submarine.SimPosition, rayEnd + item.Submarine.SimPosition);
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}
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else
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{
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RayCastInOtherSubs(rayStart, rayEnd);
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}
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void RayCastInOtherSubs(Vector2 rayStart, Vector2 rayEnd)
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{
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//shooting outdoors, see if we can hit anything inside a sub
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foreach (Submarine submarine in Submarine.Loaded)
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{
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if (submarine == item.Submarine) { continue; }
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var inSubHits = DoRayCast(rayStart - submarine.SimPosition, rayEnd - submarine.SimPosition, submarine);
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//transform back to world coordinates
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for (int i = 0; i < inSubHits.Count; i++)
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{
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inSubHits[i] = new HitscanResult(
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inSubHits[i].Fixture,
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inSubHits[i].Point + submarine.SimPosition,
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inSubHits[i].Normal,
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inSubHits[i].Fixture,
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inSubHits[i].Point + submarine.SimPosition,
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inSubHits[i].Normal,
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inSubHits[i].Fraction);
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}
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hits.AddRange(inSubHits);
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}
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}
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@@ -508,6 +539,7 @@ namespace Barotrauma.Items.Components
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{
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var h = hits[i];
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item.SetTransform(h.Point, rotation);
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item.UpdateTransform();
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if (HandleProjectileCollision(h.Fixture, h.Normal, Vector2.Zero))
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{
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hitCount++;
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@@ -675,6 +707,7 @@ namespace Barotrauma.Items.Components
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public override void Drop(Character dropper)
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{
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Item.ResetWaterDragCoefficient();
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if (dropper != null)
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{
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DisableProjectileCollisions();
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@@ -941,7 +974,7 @@ namespace Barotrauma.Items.Components
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targetItem.Condition / targetItem.MaxCondition,
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emptyColor: GUIStyle.HealthBarColorLow,
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fullColor: GUIStyle.HealthBarColorHigh,
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textTag: targetItem.Name);
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textTag: targetItem.Prefab.ShowNameInHealthBar ? targetItem.Name : string.Empty);
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}
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#endif
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}
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@@ -1016,8 +1049,8 @@ namespace Barotrauma.Items.Components
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}
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if (GameMain.NetworkMember is { IsServer: true } server)
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{
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, this, targetLimb.character, targetLimb, null, item.WorldPosition));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnImpact, this, targetLimb.character, targetLimb, null, item.WorldPosition));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, this, targetLimb.character, targetLimb, useTarget: targetLimb.character, item.WorldPosition));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnImpact, this, targetLimb.character, targetLimb, useTarget: targetLimb.character, item.WorldPosition));
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}
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}
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else
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@@ -1026,8 +1059,8 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnImpact, 1.0f, useTarget: target.Body.UserData as Entity, user: User);
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if (GameMain.NetworkMember is { IsServer: true } server)
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{
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, this, null, null, target.Body.UserData as Entity, item.WorldPosition));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnImpact, this, null, null, target.Body.UserData as Entity, item.WorldPosition));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, this, useTarget: target.Body.UserData as Entity, worldPosition: item.WorldPosition));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnImpact, this, useTarget: target.Body.UserData as Entity, worldPosition: item.WorldPosition));
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}
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}
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}
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@@ -1035,13 +1068,12 @@ namespace Barotrauma.Items.Components
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target.Body.ApplyLinearImpulse(velocity * item.body.Mass);
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target.Body.LinearVelocity = target.Body.LinearVelocity.ClampLength(NetConfig.MaxPhysicsBodyVelocity * 0.5f);
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if (hits.Count() >= MaxTargetsToHit || hits.LastOrDefault()?.UserData is VoronoiCell)
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if (hits.Count >= MaxTargetsToHit || hits.LastOrDefault()?.UserData is VoronoiCell)
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{
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DisableProjectileCollisions();
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}
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if (attackResult.AppliedDamageModifiers != null &&
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(attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles) && !StickToDeflective))
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if (attackResult.AppliedDamageModifiers != null && attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles) && !StickToDeflective)
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{
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item.body.LinearVelocity *= deflectedSpeedMultiplier;
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}
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@@ -1051,7 +1083,7 @@ namespace Barotrauma.Items.Components
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((StickToLightTargets || target.Body.Mass > item.body.Mass * 0.5f) &&
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(DoesStick ||
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(StickToCharacters && (target.Body.UserData is Limb || target.Body.UserData is Character)) ||
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(StickToItems && target.Body.UserData is Item))))
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(target.Body.UserData is Item i && (i.GetComponent<Door>() != null ? StickToDoors : StickToItems)))))
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{
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Vector2 dir = new Vector2(
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(float)Math.Cos(item.body.Rotation),
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