(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -810,6 +810,7 @@ namespace Barotrauma
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public void LoadHeadAttachments()
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{
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if (Info == null) { return; }
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if (AnimController == null) { return; }
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var head = AnimController.GetLimb(LimbType.Head);
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if (head == null) { return; }
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@@ -1112,13 +1113,15 @@ 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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@@ -1185,6 +1188,10 @@ namespace Barotrauma
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if (PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.F))
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{
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AnimController.ReleaseStuckLimbs();
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if (AIController != null && AIController is EnemyAIController enemyAI)
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{
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enemyAI.LatchOntoAI?.DeattachFromBody();
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}
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}
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#endif
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@@ -1264,15 +1271,7 @@ namespace Barotrauma
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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}
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}
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#if CLIENT
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if (SelectedConstruction != null && SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null && HUD.CloseHUD(ic.GuiFrame.Rect)))
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{
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//emulate a Select input to get the character to deselect the item server-side
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keys[(int)InputType.Select].Hit = true;
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SelectedConstruction = null;
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}
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#endif
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if (SelectedConstruction != null)
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{
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if (IsKeyDown(InputType.Use)) SelectedConstruction.Use(deltaTime, this);
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@@ -1650,7 +1649,8 @@ namespace Barotrauma
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#if CLIENT
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if (isLocalPlayer)
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{
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if (GUI.MouseOn == null && !CharacterInventory.IsMouseOnInventory())
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if (GUI.MouseOn == null &&
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(!CharacterInventory.IsMouseOnInventory() || CharacterInventory.DraggingItemToWorld))
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{
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if (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)
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{
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@@ -1665,10 +1665,12 @@ 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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@@ -1679,6 +1681,19 @@ 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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@@ -1695,7 +1710,7 @@ namespace Barotrauma
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}
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}
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if (SelectedCharacter != null && IsKeyHit(InputType.Grab)) //Let people use ladders and buttons and stuff when dragging chars
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if (SelectedCharacter != null && (IsKeyHit(InputType.Grab) || IsKeyHit(InputType.Health))) //Let people use ladders and buttons and stuff when dragging chars
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{
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DeselectCharacter();
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}
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