Unstable 0.17.0.0

This commit is contained in:
Markus Isberg
2022-02-26 02:43:01 +09:00
parent a83f375681
commit 3974067915
913 changed files with 32472 additions and 32364 deletions
@@ -25,7 +25,7 @@ namespace Barotrauma
{
if (_ragdollParams == null)
{
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.VariantOf ?? character.SpeciesName);
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.SpeciesName);
}
return _ragdollParams;
}
@@ -178,6 +178,14 @@ namespace Barotrauma
else if (Crouching)
{
shoulderHeight -= 0.15f;
if (Crouching)
{
bool movingHorizontally = !MathUtils.NearlyEqual(TargetMovement.X, 0.0f);
if (!movingHorizontally)
{
shoulderHeight -= HumanCrouchParams.MoveDownAmountWhenStationary;
}
}
}
return Collider.SimPosition + new Vector2(
@@ -1401,8 +1409,8 @@ namespace Barotrauma
else
{
//stabilize the oxygen level but don't allow it to go positive and revive the character yet
float stabilizationAmount = skill * CPRSettings.StabilizationPerSkill;
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.StabilizationMin, CPRSettings.StabilizationMax);
float stabilizationAmount = skill * CPRSettings.Active.StabilizationPerSkill;
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.Active.StabilizationMin, CPRSettings.Active.StabilizationMax);
character.Oxygen -= 1.0f / stabilizationAmount * deltaTime; //Worse skill = more oxygen required
if (character.Oxygen > 0.0f) { target.Oxygen += stabilizationAmount * deltaTime; } //we didn't suffocate yet did we
}
@@ -1426,23 +1434,23 @@ namespace Barotrauma
targetTorso.body.ApplyLinearImpulse(new Vector2(0, -20f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
cprPump = 0;
if (skill < CPRSettings.DamageSkillThreshold)
if (skill < CPRSettings.Active.DamageSkillThreshold)
{
target.LastDamageSource = null;
target.DamageLimb(
targetTorso.WorldPosition, targetTorso,
new[] { CPRSettings.InsufficientSkillAffliction.Instantiate((CPRSettings.DamageSkillThreshold - skill) * CPRSettings.DamageSkillMultiplier, source: character) },
new[] { CPRSettings.Active.InsufficientSkillAffliction.Instantiate((CPRSettings.Active.DamageSkillThreshold - skill) * CPRSettings.Active.DamageSkillMultiplier, source: character) },
0.0f, true, 0.0f, attacker: null);
}
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
{
float reviveChance = skill * CPRSettings.ReviveChancePerSkill;
reviveChance = (float)Math.Pow(reviveChance, CPRSettings.ReviveChanceExponent);
reviveChance = MathHelper.Clamp(reviveChance, CPRSettings.ReviveChanceMin, CPRSettings.ReviveChanceMax);
float reviveChance = skill * CPRSettings.Active.ReviveChancePerSkill;
reviveChance = (float)Math.Pow(reviveChance, CPRSettings.Active.ReviveChanceExponent);
reviveChance = MathHelper.Clamp(reviveChance, CPRSettings.Active.ReviveChanceMin, CPRSettings.Active.ReviveChanceMax);
if (powerfulCPR) { reviveChance *= 2.0f; }
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) <= reviveChance)
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.ServerAndClient) <= reviveChance)
{
//increase oxygen and clamp it above zero
// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
@@ -1463,7 +1471,7 @@ namespace Barotrauma
target.CharacterHealth.CalculateVitality();
if (wasCritical && target.Vitality > 0.0f && Timing.TotalTime > lastReviveTime + 10.0f)
{
character.Info?.IncreaseSkillLevel("medical", SkillSettings.Current.SkillIncreasePerCprRevive);
character.Info?.IncreaseSkillLevel("medical".ToIdentifier(), SkillSettings.Current.SkillIncreasePerCprRevive);
SteamAchievementManager.OnCharacterRevived(target, character);
lastReviveTime = (float)Timing.TotalTime;
#if SERVER