Some more cleanup + event desync debug messages
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@@ -13,6 +13,58 @@ namespace Barotrauma
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{
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partial class Ragdoll
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{
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = Math.Min(impact - 3.0f, 1.0f);
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if (body.UserData is Limb)
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{
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Limb limb = (Limb)body.UserData;
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if (impact > 3.0f && limb.HitSound != null && limb.soundTimer <= 0.0f)
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{
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limb.soundTimer = Limb.SoundInterval;
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limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
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}
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}
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else if (body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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if (impact > ImpactTolerance)
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{
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
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}
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}
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if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
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}
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}
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partial void Splash(Limb limb, Hull limbHull)
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{
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//create a splash particle
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GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
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0.0f, limbHull);
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GameMain.ParticleManager.CreateParticle("bubbles",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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limb.LinearVelocity * 0.001f,
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0.0f, limbHull);
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//if the Character dropped into water, create a wave
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if (limb.LinearVelocity.Y < 0.0f)
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{
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if (splashSoundTimer <= 0.0f)
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{
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SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
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splashSoundTimer = 0.5f;
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}
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}
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}
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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if (simplePhysicsEnabled) return;
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