(965c31410a) Unstable v0.10.4.0
This commit is contained in:
@@ -221,7 +221,7 @@ namespace Barotrauma
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//don't flip when simply physics is enabled
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if (SimplePhysicsEnabled) { return; }
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if (!character.IsRemotePlayer && (character.AIController == null || character.AIController.CanFlip))
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if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip))
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{
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if (!inWater || (CurrentSwimParams != null && CurrentSwimParams.Mirror))
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{
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+59
-33
@@ -323,6 +323,7 @@ namespace Barotrauma
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levitatingCollider = true;
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ColliderIndex = Crouching ? 1 : 0;
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if (character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false)
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{
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Crouching = false;
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@@ -567,7 +568,7 @@ namespace Barotrauma
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//TODO: take into account that the feet aren't necessarily in CurrentHull
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//full slowdown (1.5f) when water is up to the torso
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surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
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float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
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float bottomPos = Math.Max(colliderPos.Y, ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height));
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slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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}
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@@ -609,7 +610,7 @@ namespace Barotrauma
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if (torso == null) { return; }
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bool isNotRemote = true;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { isNotRemote = !character.IsRemotelyControlled; }
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if (onGround && isNotRemote)
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{
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@@ -659,30 +660,36 @@ namespace Barotrauma
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float y = colliderPos.Y + stepLift;
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if (TorsoPosition.HasValue)
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if (!torso.Disabled)
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{
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y += TorsoPosition.Value;
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if (TorsoPosition.HasValue)
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{
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y += TorsoPosition.Value;
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}
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torso.PullJointWorldAnchorB =
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MathUtils.SmoothStep(torso.SimPosition,
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new Vector2(footMid + movement.X * TorsoLeanAmount, y), getUpForce);
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}
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torso.PullJointWorldAnchorB =
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MathUtils.SmoothStep(torso.SimPosition,
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new Vector2(footMid + movement.X * TorsoLeanAmount, y), getUpForce);
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y = colliderPos.Y + stepLift * CurrentGroundedParams.StepLiftHeadMultiplier;
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if (HeadPosition.HasValue)
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if (!head.Disabled)
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{
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y += HeadPosition.Value;
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y = colliderPos.Y + stepLift * CurrentGroundedParams.StepLiftHeadMultiplier;
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if (HeadPosition.HasValue)
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{
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y += HeadPosition.Value;
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}
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head.PullJointWorldAnchorB =
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MathUtils.SmoothStep(head.SimPosition,
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new Vector2(footMid + movement.X * HeadLeanAmount, y), getUpForce * 1.2f);
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}
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head.PullJointWorldAnchorB =
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MathUtils.SmoothStep(head.SimPosition,
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new Vector2(footMid + movement.X * HeadLeanAmount, y), getUpForce * 1.2f);
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if (waist != null)
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if (waist != null && !waist.Disabled)
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{
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waist.PullJointWorldAnchorB = waist.SimPosition + movement * 0.06f;
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}
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}
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if (TorsoAngle.HasValue)
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if (TorsoAngle.HasValue && !torso.Disabled)
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{
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float torsoAngle = TorsoAngle.Value;
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float herpesStrength = character.CharacterHealth.GetAfflictionStrength("spaceherpes");
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@@ -787,8 +794,14 @@ namespace Barotrauma
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if (Crouching)
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{
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footPos = new Vector2(
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waistPos.X + Math.Sign(stepSize.X * i) * Dir * 0.1f,
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colliderPos.Y - 0.1f);
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Math.Sign(stepSize.X * i) * Dir * 0.4f,
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colliderPos.Y);
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if (Math.Sign(footPos.X) != Math.Sign(Dir))
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{
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//lift the foot at the back up a bit
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footPos.Y += 0.15f;
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}
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footPos.X += torso.SimPosition.X;
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}
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else
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{
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@@ -852,7 +865,7 @@ namespace Barotrauma
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{
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Collider.LinearVelocity = movement;
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}
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else if (onGround && (!character.IsRemotePlayer || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)))
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else if (onGround && (!character.IsRemotelyControlled || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)))
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{
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Collider.LinearVelocity = new Vector2(
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movement.X,
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@@ -921,7 +934,8 @@ namespace Barotrauma
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (!character.IsRemotePlayer && !aiming && Anim != Animation.UsingConstruction)
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if (!character.IsRemotelyControlled && !aiming && Anim != Animation.UsingConstruction &&
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!(character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false))
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{
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if (rotation > 20 && rotation < 170)
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TargetDir = Direction.Left;
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@@ -981,7 +995,6 @@ namespace Barotrauma
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{
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//pull head above water
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head.body.SmoothRotate(0.0f, 5.0f);
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WalkPos += 0.05f;
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}
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else
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@@ -999,7 +1012,7 @@ namespace Barotrauma
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}
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bool isNotRemote = true;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { isNotRemote = !character.IsRemotelyControlled; }
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if (isNotRemote)
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{
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@@ -1010,9 +1023,18 @@ namespace Barotrauma
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legCyclePos += Math.Min(movement.LengthSquared() + Collider.AngularVelocity, 1.0f);
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handCyclePos += MathHelper.ToRadians(CurrentSwimParams.HandCycleSpeed) * Math.Sign(movement.X);
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float legMoveMultiplier = 1.0f;
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if (movement.LengthSquared() < 0.001f)
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{
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//TODO: expose these?
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legMoveMultiplier = 0.3f;
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legCyclePos += 0.4f;
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handCyclePos += 0.1f;
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}
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var waist = GetLimb(LimbType.Waist);
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footPos = waist == null ? Vector2.Zero : waist.SimPosition - new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * (upperLegLength + lowerLegLength);
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Vector2 transformedFootPos = new Vector2((float)Math.Sin(legCyclePos / CurrentSwimParams.LegCycleLength) * CurrentSwimParams.LegMoveAmount, 0.0f);
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Vector2 transformedFootPos = new Vector2((float)Math.Sin(legCyclePos / CurrentSwimParams.LegCycleLength) * CurrentSwimParams.LegMoveAmount * legMoveMultiplier, 0.0f);
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transformedFootPos = Vector2.Transform(transformedFootPos, Matrix.CreateRotationZ(Collider.Rotation));
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float torque = CurrentSwimParams.FootRotateStrength * character.SpeedMultiplier * (1.2f - character.GetLegPenalty());
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@@ -1085,7 +1107,7 @@ namespace Barotrauma
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void UpdateClimbing()
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{
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if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null)
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if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null || character.IsIncapacitated)
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{
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Anim = Animation.None;
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return;
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@@ -1109,6 +1131,8 @@ namespace Barotrauma
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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if (leftHand == null || rightHand == null || head == null || torso == null) { return; }
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Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
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character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
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character.SelectedConstruction.Rect.Y);
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@@ -1121,10 +1145,14 @@ namespace Barotrauma
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
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}
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else if (currentHull.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine)
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else if (currentHull?.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine && character.SelectedConstruction.Submarine != null)
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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else if (currentHull?.Submarine != null && character.SelectedConstruction.Submarine == null)
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{
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ladderSimPos -= currentHull.Submarine.SimPosition;
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}
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float bottomPos = Collider.SimPosition.Y - ColliderHeightFromFloor - Collider.radius - Collider.height / 2.0f;
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@@ -1162,7 +1190,7 @@ namespace Barotrauma
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//only move the feet if they're above the bottom of the ladders
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//(if not, they'll just dangle in air, and the character holds itself up with it's arms)
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if (footPos.Y > -ladderSimSize.Y)
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if (footPos.Y > -ladderSimSize.Y && leftFoot != null && rightFoot != null)
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{
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if (slide)
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{
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@@ -1227,7 +1255,7 @@ namespace Barotrauma
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bool isClimbing = true;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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{
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isRemote = character.IsRemotePlayer;
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isRemote = character.IsRemotelyControlled;
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}
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if (isRemote)
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{
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@@ -1694,7 +1722,8 @@ namespace Barotrauma
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// TODO: Remove this. Provide the position in params.
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Vector2 itemPos = aim ? aimPos : holdPos;
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bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
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var controller = character.SelectedConstruction?.GetComponent<Controller>();
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bool usingController = controller != null && !controller.AllowAiming;
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bool isClimbing = character.IsClimbing && Math.Abs(character.AnimController.TargetMovement.Y) > 0.01f;
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float itemAngle;
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@@ -1813,17 +1842,14 @@ namespace Barotrauma
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}
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}
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item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
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item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
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if (!isClimbing)
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if (!isClimbing && !character.IsIncapacitated)
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{
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for (int i = 0; i < 2; i++)
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{
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if (character.SelectedItems[i] != item) continue;
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if (itemPos == Vector2.Zero) continue;
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if (character.SelectedItems[i] != item || itemPos == Vector2.Zero) { continue; }
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Limb hand = (i == 0) ? rightHand : leftHand;
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HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
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}
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}
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@@ -47,7 +47,9 @@ namespace Barotrauma
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private readonly Queue<Impact> impactQueue = new Queue<Impact>();
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protected Hull currentHull;
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private bool accessRemovedCharacterErrorShown;
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private Limb[] limbs;
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public Limb[] Limbs
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{
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@@ -55,16 +57,17 @@ namespace Barotrauma
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{
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if (limbs == null)
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{
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string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
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#if DEBUG || UNSTABLE
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errorMsg += '\n' + Environment.StackTrace;
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#endif
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce(
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"Ragdoll.Limbs:AccessRemoved",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace);
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if (!accessRemovedCharacterErrorShown)
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{
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string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
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errorMsg += '\n' + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce(
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"Ragdoll.Limbs:AccessRemoved",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace);
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accessRemovedCharacterErrorShown = true;
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}
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return new Limb[0];
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}
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return limbs;
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@@ -170,7 +173,7 @@ namespace Barotrauma
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pos1.Y -= collider[colliderIndex].height * ColliderHeightFromFloor;
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Vector2 pos2 = pos1;
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pos2.Y += collider[value].height * 1.1f;
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if (GameMain.World.RayCast(pos1, pos2).Any(f => f.CollisionCategories.HasFlag(Physics.CollisionWall))) { return; }
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if (GameMain.World.RayCast(pos1, pos2).Any(f => f.CollisionCategories.HasFlag(Physics.CollisionWall) && !(f.Body.UserData is Submarine))) { return; }
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}
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Vector2 pos = collider[colliderIndex].SimPosition;
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@@ -616,6 +619,7 @@ namespace Barotrauma
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public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
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{
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if (f2.Body.UserData is Submarine && character.Submarine == (Submarine)f2.Body.UserData) { return false; }
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if (f2.UserData is Hull && character.Submarine != null) { return false; }
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//using the velocity of the limb would make the impact damage more realistic,
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//but would also make it harder to edit the animations because the forces/torques
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@@ -690,14 +694,14 @@ namespace Barotrauma
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private void ApplyImpact(Fixture f1, Fixture f2, Vector2 localNormal, Vector2 impactPos, Vector2 velocity)
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{
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if (character.DisableImpactDamageTimer > 0.0f) return;
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if (character.DisableImpactDamageTimer > 0.0f) { return; }
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Vector2 normal = localNormal;
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float impact = Vector2.Dot(velocity, -normal);
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if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
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{
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bool isNotRemote = true;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { isNotRemote = !character.IsRemotelyControlled; }
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if (isNotRemote)
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{
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@@ -930,7 +934,7 @@ namespace Barotrauma
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if (setSubmarine)
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{
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//in -> out
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if (newHull == null && currentHull.Submarine != null)
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if (newHull?.Submarine == null && currentHull?.Submarine != null)
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{
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//don't teleport out yet if the character is going through a gap
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if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) { return; }
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@@ -1259,6 +1263,7 @@ namespace Barotrauma
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return false;
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}
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bool isColliderValid = CheckValidity(Collider);
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if (!isColliderValid) { Collider.ResetDynamics(); }
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bool limbsValid = true;
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foreach (Limb limb in limbs)
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{
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@@ -1266,6 +1271,7 @@ namespace Barotrauma
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if (!CheckValidity(limb.body))
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{
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limbsValid = false;
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limb.body.ResetDynamics();
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break;
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}
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}
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@@ -1273,11 +1279,12 @@ namespace Barotrauma
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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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if (validityResets > 3)
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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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DebugConsole.ThrowError("Invalid ragdoll physics. Ragdoll frozen to prevent crashes.");
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Collider.SetTransform(Vector2.Zero, 0.0f);
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Collider.ResetDynamics();
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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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@@ -1310,7 +1317,7 @@ namespace Barotrauma
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}
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if (errorMsg != null)
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{
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if (character.IsRemotePlayer)
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if (character.IsRemotelyControlled)
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{
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errorMsg += " Ragdoll controlled remotely.";
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}
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@@ -1489,6 +1496,7 @@ namespace Barotrauma
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case Physics.CollisionWall:
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case Physics.CollisionLevel:
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if (!fixture.CollidesWith.HasFlag(Physics.CollisionCharacter)) { return -1; }
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if (fixture.Body.UserData is Submarine && character.Submarine != null) { return -1; }
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if (fraction < standOnFloorFraction)
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{
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standOnFloorFraction = fraction;
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