(965c31410a) Unstable v0.10.4.0

This commit is contained in:
Juan Pablo Arce
2020-07-21 08:57:50 -03:00
parent 4f8bd39789
commit 33d3a41104
546 changed files with 45952 additions and 25762 deletions
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
private float reloadTimer;
private readonly Attack attack;
public Attack Attack { get; private set; }
private readonly HashSet<Entity> hitTargets = new HashSet<Entity>();
@@ -56,7 +56,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
attack = new Attack(subElement, item.Name + ", MeleeWeapon");
Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
}
item.IsShootable = true;
// TODO: should define this in xml if we have melee weapons that don't require aim to use
@@ -158,7 +158,7 @@ namespace Barotrauma.Items.Components
//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
if (!hitting)
{
bool aim = picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
bool aim = picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
if (aim)
{
hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
@@ -332,31 +332,31 @@ namespace Barotrauma.Items.Components
Structure targetStructure = target.UserData as Structure;
Item targetItem = target.UserData as Item;
if (attack != null)
if (Attack != null)
{
attack.SetUser(User);
Attack.SetUser(User);
if (targetLimb != null)
{
if (targetLimb.character.Removed) { return; }
targetLimb.character.LastDamageSource = item;
attack.DoDamageToLimb(User, targetLimb, item.WorldPosition, 1.0f);
Attack.DoDamageToLimb(User, targetLimb, item.WorldPosition, 1.0f);
}
else if (targetCharacter != null)
{
if (targetCharacter.Removed) { return; }
targetCharacter.LastDamageSource = item;
attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
Attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
}
else if (targetStructure != null)
{
if (targetStructure.Removed) { return; }
attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
Attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
}
else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
{
if (targetItem.Removed) { return; }
attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
}
else
{