(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -1035,8 +1035,6 @@ namespace Barotrauma
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CheckValidity();
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CheckValidity();
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UpdateNetPlayerPosition(deltaTime);
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CheckDistFromCollider();
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UpdateCollisionCategories();
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@@ -1297,17 +1295,42 @@ namespace Barotrauma
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UpdateProjSpecific(deltaTime);
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}
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private void CheckValidity()
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public bool Invalid { get; private set; }
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private int validityResets;
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private bool CheckValidity()
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{
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CheckValidity(Collider);
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bool isColliderValid = CheckValidity(Collider);
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bool limbsValid = true;
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foreach (Limb limb in limbs)
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{
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if (limb.body == null || !limb.body.Enabled) { continue; }
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CheckValidity(limb.body);
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if (!CheckValidity(limb.body))
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{
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limbsValid = false;
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break;
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}
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}
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bool isValid = isColliderValid && limbsValid;
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if (!isValid)
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{
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validityResets++;
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if (validityResets > 1)
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{
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Invalid = true;
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DebugConsole.ThrowError("Invalid ragdoll physics. Ragdoll freezed to prevent crashes.");
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Collider.SetTransform(Vector2.Zero, 0.0f);
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foreach (Limb limb in Limbs)
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{
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limb.body.SetTransform(Collider.SimPosition, 0.0f);
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limb.body.ResetDynamics();
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}
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Frozen = true;
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}
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}
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return isValid;
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}
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private void CheckValidity(PhysicsBody body)
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private bool CheckValidity(PhysicsBody body)
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{
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string errorMsg = null;
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string bodyName = body.UserData is Limb ? "Limb" : "Collider";
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@@ -1359,7 +1382,7 @@ namespace Barotrauma
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limb.body.ResetDynamics();
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}
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SetInitialLimbPositions();
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return;
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return false;
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}
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return true;
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}
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