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
@@ -18,56 +18,56 @@ namespace Barotrauma.Items.Components
private float raycastTimer;
private const float RayCastInterval = 0.2f;
[Serialize(0.0f, false, description: "How much force is applied to pull the projectile the rope is attached to.")]
[Serialize(0.0f, IsPropertySaveable.No, description: "How much force is applied to pull the projectile the rope is attached to.")]
public float ProjectilePullForce
{
get;
set;
}
[Serialize(0.0f, false, description: "How much force is applied to pull the target the rope is attached to.")]
[Serialize(0.0f, IsPropertySaveable.No, description: "How much force is applied to pull the target the rope is attached to.")]
public float TargetPullForce
{
get;
set;
}
[Serialize(0.0f, false, description: "How much force is applied to pull the source the rope is attached to.")]
[Serialize(0.0f, IsPropertySaveable.No, description: "How much force is applied to pull the source the rope is attached to.")]
public float SourcePullForce
{
get;
set;
}
[Serialize(1000.0f, false, description: "How far the source item can be from the projectile until the rope breaks.")]
[Serialize(1000.0f, IsPropertySaveable.No, description: "How far the source item can be from the projectile until the rope breaks.")]
public float MaxLength
{
get;
set;
}
[Serialize(true, false, description: "Should the rope snap when it collides with a structure/submarine (if not, it will just go through it).")]
[Serialize(true, IsPropertySaveable.No, description: "Should the rope snap when it collides with a structure/submarine (if not, it will just go through it).")]
public bool SnapOnCollision
{
get;
set;
}
[Serialize(true, false, description: "Should the rope snap when the character drops the aim?")]
[Serialize(true, IsPropertySaveable.No, description: "Should the rope snap when the character drops the aim?")]
public bool SnapWhenNotAimed
{
get;
set;
}
[Serialize(30.0f, false, description: "How much mass is required for the target to pull the source towards it. Static and kinematic targets are always treated heavy enough.")]
[Serialize(30.0f, IsPropertySaveable.No, description: "How much mass is required for the target to pull the source towards it. Static and kinematic targets are always treated heavy enough.")]
public float TargetMinMass
{
get;
set;
}
[Serialize(false, false)]
[Serialize(false, IsPropertySaveable.No)]
public bool LerpForces
{
get;
@@ -102,12 +102,12 @@ namespace Barotrauma.Items.Components
}
}
public Rope(Item item, XElement element) : base(item, element)
public Rope(Item item, ContentXElement element) : base(item, element)
{
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
partial void InitProjSpecific(ContentXElement element);
public void Snap() => Snapped = true;