(61d00a474) v0.9.7.1
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using FarseerPhysics.Dynamics;
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namespace Barotrauma
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{
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static class Physics
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{
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public const Category CollisionNone = Category.None;
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public const Category CollisionAll = Category.All;
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public const Category CollisionWall = Category.Cat1;
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public const Category CollisionCharacter = Category.Cat2;
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public const Category CollisionPlatform = Category.Cat3;
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public const Category CollisionStairs = Category.Cat4;
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public const Category CollisionItem = Category.Cat5;
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public const Category CollisionItemBlocking = Category.Cat6;
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public const Category CollisionProjectile = Category.Cat7;
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public const Category CollisionLevel = Category.Cat8;
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public const Category CollisionRepair = Category.Cat9;
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public static float DisplayToRealWorldRatio = 1.0f / 80.0f;
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public const float DisplayToSimRation = 100.0f;
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public static bool TryParseCollisionCategory(string categoryName, out Category category)
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{
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category = Category.None;
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if (string.IsNullOrEmpty(categoryName))
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{
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return false;
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}
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switch (categoryName.ToLowerInvariant())
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{
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case "all":
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category = CollisionAll;
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return true;
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case "wall":
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case "structure":
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category = CollisionWall;
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return true;
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case "character":
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category = CollisionCharacter;
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return true;
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case "platform":
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category = CollisionPlatform;
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return true;
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case "stairs":
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category = CollisionStairs;
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return true;
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case "item":
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category = CollisionItem;
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return true;
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case "itemblocking":
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category = CollisionItemBlocking;
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return true;
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case "projectile":
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category = CollisionProjectile;
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return true;
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case "level":
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category = CollisionLevel;
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return true;
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case "repair":
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category = CollisionRepair;
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return true;
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default:
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return false;
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}
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}
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}
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}
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