Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds

Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
This commit is contained in:
Alex Noir
2017-12-30 13:46:59 +03:00
parent 2cb0ee73be
commit 32a2b38112
11 changed files with 39 additions and 34 deletions
@@ -35,7 +35,7 @@ namespace Barotrauma
{ {
if (impact > ImpactTolerance) if (impact > ImpactTolerance)
{ {
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider); SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
} }
} }
@@ -10,26 +10,19 @@ using System.Xml.Linq;
namespace Barotrauma namespace Barotrauma
{ {
public enum DamageSoundType
{
None,
StructureBlunt, StructureSlash,
LimbBlunt, LimbSlash, LimbArmor
}
public struct DamageSound public struct DamageSound
{ {
//the range of inflicted damage where the sound can be played //the range of inflicted damage where the sound can be played
//(10.0f, 30.0f) would be played when the inflicted damage is between 10 and 30 //(10.0f, 30.0f) would be played when the inflicted damage is between 10 and 30
public readonly Vector2 damageRange; public readonly Vector2 damageRange;
public readonly DamageSoundType damageType; public readonly string damageType;
public readonly Sound sound; public readonly Sound sound;
public readonly string requiredTag; public readonly string requiredTag;
public DamageSound(Sound sound, Vector2 damageRange, DamageSoundType damageType, string requiredTag = "") public DamageSound(Sound sound, Vector2 damageRange, string damageType, string requiredTag = "")
{ {
this.sound = sound; this.sound = sound;
this.damageRange = damageRange; this.damageRange = damageRange;
@@ -161,8 +154,7 @@ namespace Barotrauma
Sound damageSound = Sound.Load(subElement.GetAttributeString("file", ""), false); Sound damageSound = Sound.Load(subElement.GetAttributeString("file", ""), false);
if (damageSound == null) continue; if (damageSound == null) continue;
DamageSoundType damageSoundType = DamageSoundType.None; string damageSoundType = subElement.GetAttributeString("damagesoundtype", "None");
Enum.TryParse<DamageSoundType>(subElement.GetAttributeString("damagesoundtype", "None"), false, out damageSoundType);
damageSounds.Add(new DamageSound( damageSounds.Add(new DamageSound(
damageSound, damageSound,
@@ -442,14 +434,14 @@ namespace Barotrauma
SplashSounds[splashIndex].Play(1.0f, 800.0f, worldPosition); SplashSounds[splashIndex].Play(1.0f, 800.0f, worldPosition);
} }
public static void PlayDamageSound(DamageSoundType damageType, float damage, PhysicsBody body) public static void PlayDamageSound(string damageType, float damage, PhysicsBody body)
{ {
Vector2 bodyPosition = body.DrawPosition; Vector2 bodyPosition = body.DrawPosition;
PlayDamageSound(damageType, damage, bodyPosition, 800.0f); PlayDamageSound(damageType, damage, bodyPosition, 800.0f);
} }
public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position, float range = 2000.0f, List<string> tags = null) public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, List<string> tags = null)
{ {
damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f); damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
var sounds = damageSounds.FindAll(s => var sounds = damageSounds.FindAll(s =>
@@ -88,9 +88,8 @@
<sprite texture="clownpants.png" limb="LeftFoot" sound="footstep_clown" sourcerect="65,41,15,39" origin="0.5,0.35" depth="0.15" hidelimb="true"/> <sprite texture="clownpants.png" limb="LeftFoot" sound="footstep_clown" sourcerect="65,41,15,39" origin="0.5,0.35" depth="0.15" hidelimb="true"/>
<!-- HENK --> <!-- HENK -->
<!-- DamageSound isn't played, not even for diving suits/ballistic helmet/armor. Needs looking into.
<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="1.2" damagesound="LimbClown"/> <damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="1.2" damagesound="LimbClown"/>
<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="1.2" damagesound="LimbClown"/> --> <damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="1.2" damagesound="LimbClown"/>
</Wearable> </Wearable>
</Item> </Item>
</Items> </Items>
@@ -181,7 +181,7 @@
<MeleeWeapon slots="Any,RightHand,LeftHand" <MeleeWeapon slots="Any,RightHand,LeftHand"
aimpos="50,0" handle1="-5,0" holdangle="30" reload="1.0"> aimpos="50,0" handle1="-5,0" holdangle="30" reload="1.0">
<Attack damage="5" stun="0.2" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/> <Attack damage="5" structuredamage="5" stun="0.2" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/>
</MeleeWeapon> </MeleeWeapon>
</Item> </Item>
@@ -198,7 +198,7 @@
<MeleeWeapon slots="RightHand+LeftHand,Any" <MeleeWeapon slots="RightHand+LeftHand,Any"
controlpose="true" aimpos="50,0" handle1="-5,0" handle2="-3,5" holdangle="30" reload="1.7"> controlpose="true" aimpos="50,0" handle1="-5,0" handle2="-3,5" holdangle="30" reload="1.7">
<Attack damage="20" stun="0.6" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/> <Attack damage="20" structuredamage="10" stun="0.6" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/>
</MeleeWeapon> </MeleeWeapon>
</Item> </Item>
@@ -1000,7 +1000,7 @@ namespace Barotrauma
{ {
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character); target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
#if CLIENT #if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body); SoundPlayer.PlayDamageSound("LimbBlunt", 25.0f, targetTorso.body);
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
@@ -49,8 +49,8 @@ namespace Barotrauma
#if CLIENT #if CLIENT
[Serialize(DamageSoundType.None, false)] [Serialize("", false)]
public DamageSoundType DamageSoundType public string DamageSound
{ {
get; get;
private set; private set;
@@ -372,13 +372,13 @@ namespace Barotrauma
#if CLIENT #if CLIENT
if (playSound) if (playSound)
{ {
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash; string damageSoundType = (damageType == DamageType.Blunt) ? "LimbBlunt" : "LimbSlash";
foreach (DamageModifier damageModifier in appliedDamageModifiers) foreach (DamageModifier damageModifier in appliedDamageModifiers)
{ {
if (damageModifier.DamageSoundType != DamageSoundType.None) if (!string.IsNullOrWhiteSpace(damageModifier.DamageSound))
{ {
damageSoundType = damageModifier.DamageSoundType; damageSoundType = damageModifier.DamageSound;
break; break;
} }
} }
@@ -384,7 +384,7 @@ namespace Barotrauma.Items.Components
if (Math.Sign(diff) != dir) if (Math.Sign(diff) != dir)
{ {
#if CLIENT #if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, body); SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, body);
#endif #endif
if (isHorizontal) if (isHorizontal)
@@ -215,6 +215,7 @@ namespace Barotrauma.Items.Components
{ {
Character targetCharacter = null; Character targetCharacter = null;
Limb targetLimb = null; Limb targetLimb = null;
Structure targetStructure = null;
if (f2.Body.UserData is Limb) if (f2.Body.UserData is Limb)
{ {
@@ -224,8 +225,12 @@ namespace Barotrauma.Items.Components
} }
else if (f2.Body.UserData is Character) else if (f2.Body.UserData is Character)
{ {
targetCharacter = (Character)f2.Body.UserData; targetCharacter = (Character)f2.Body.UserData;
targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
}
else if (f2.Body.UserData is Structure)
{
targetStructure = (Structure)f2.Body.UserData;
} }
else else
{ {
@@ -236,14 +241,22 @@ namespace Barotrauma.Items.Components
if (attack != null) if (attack != null)
{ {
if (targetLimb == null) if (targetLimb != null)
{ {
attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f); attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f);
} }
else else if (targetCharacter != null)
{ {
attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f); attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
} }
else if (targetStructure != null)
{
attack.DoDamage(user, targetStructure, item.WorldPosition, 1.0f);
}
else
{
return false;
}
} }
RestoreCollision(); RestoreCollision();
@@ -251,7 +264,7 @@ namespace Barotrauma.Items.Components
if (GameMain.Client != null) return true; if (GameMain.Client != null) return true;
if (GameMain.Server != null) if (GameMain.Server != null && targetCharacter != null) //TODO: Log structure hits
{ {
GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, targetCharacter.ID }); GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, targetCharacter.ID });
@@ -263,8 +276,9 @@ namespace Barotrauma.Items.Components
logStr += " on " + targetCharacter.LogName + "."; logStr += " on " + targetCharacter.LogName + ".";
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack); Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
} }
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetLimb.character); if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter != null ? targetCharacter : null);
return true; return true;
} }
@@ -507,7 +507,7 @@ namespace Barotrauma
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f; float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
#if CLIENT #if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact, SoundPlayer.PlayDamageSound("StructureBlunt", impact,
new Vector2( new Vector2(
sections[section].rect.X + sections[section].rect.Width / 2, sections[section].rect.X + sections[section].rect.Width / 2,
sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags); sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags);
@@ -663,7 +663,7 @@ namespace Barotrauma
if (playSound)// && !SectionBodyDisabled(i)) if (playSound)// && !SectionBodyDisabled(i))
{ {
DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash; string damageSoundType = (attack.DamageType == DamageType.Blunt) ? "StructureBlunt" : "StructureSlash";
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags); SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
} }
#endif #endif
@@ -665,7 +665,7 @@ namespace Barotrauma
if (maxDamageStructure != null) if (maxDamageStructure != null)
{ {
SoundPlayer.PlayDamageSound( SoundPlayer.PlayDamageSound(
DamageSoundType.StructureBlunt, "StructureBlunt",
impact * 10.0f, impact * 10.0f,
ConvertUnits.ToDisplayUnits(lastContactPoint), ConvertUnits.ToDisplayUnits(lastContactPoint),
MathHelper.Clamp(maxDamage * 4.0f, 1000.0f, 4000.0f), MathHelper.Clamp(maxDamage * 4.0f, 1000.0f, 4000.0f),