Some more cleanup + event desync debug messages
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@@ -2,9 +2,7 @@
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using System;
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using System.Xml.Linq;
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using System.Collections.Generic;
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#if CLIENT
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using Barotrauma.Particles;
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#endif
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namespace Barotrauma
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{
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@@ -31,7 +29,7 @@ namespace Barotrauma
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}
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}
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class Attack
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partial class Attack
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{
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public readonly float Range;
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public readonly float Duration;
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@@ -49,13 +47,7 @@ namespace Barotrauma
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public readonly float Torque;
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public readonly float TargetForce;
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#if CLIENT
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private Sound sound;
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private ParticleEmitterPrefab particleEmitterPrefab;
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#endif
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public readonly float Stun;
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private float priority;
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@@ -105,30 +97,19 @@ namespace Barotrauma
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Torque = ToolBox.GetAttributeFloat(element, "torque", 0.0f);
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Stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
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#if CLIENT
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string soundPath = ToolBox.GetAttributeString(element, "sound", "");
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if (!string.IsNullOrWhiteSpace(soundPath))
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{
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sound = Sound.Load(soundPath);
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}
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#endif
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Range = ToolBox.GetAttributeFloat(element, "range", 0.0f);
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Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
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priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
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InitProjSpecific(element);
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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#if CLIENT
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case "particleemitter":
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particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
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break;
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#endif
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case "statuseffect":
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if (statusEffects == null)
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{
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@@ -140,22 +121,12 @@ namespace Barotrauma
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}
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}
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partial void InitProjSpecific(XElement element);
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public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
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{
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#if CLIENT
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if (particleEmitterPrefab != null)
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{
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particleEmitterPrefab.Emit(worldPosition);
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}
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DamageParticles(worldPosition);
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if (sound != null)
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{
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sound.Play(1.0f, 500.0f, worldPosition);
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}
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#endif
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var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
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var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
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@@ -179,5 +150,6 @@ namespace Barotrauma
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return attackResult;
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}
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partial void DamageParticles(Vector2 worldPosition);
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}
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}
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