v0.2: iteminventory sync bugfix, meleeweapon "reload time", spears can be picked even if they're stuck inside a wall, tutorial bugfixes, "submarine godmode", removed round duration, drag character sync, reliable structure damage messages, job assignment bugfixes, some extra sounds
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@@ -2,6 +2,7 @@
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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@@ -18,6 +19,10 @@ namespace Barotrauma.Items.Components
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private Character user;
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private float reload;
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private float reloadTimer;
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[HasDefaultValue(0.0f, false)]
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public float Range
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{
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@@ -25,6 +30,13 @@ namespace Barotrauma.Items.Components
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set { range = ConvertUnits.ToSimUnits(value); }
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}
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[HasDefaultValue(0.5f, false)]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(0.0f, value); }
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}
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public MeleeWeapon(Item item, XElement element)
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: base(item, element)
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{
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@@ -35,22 +47,19 @@ namespace Barotrauma.Items.Components
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if (subElement.Name.ToString().ToLower() != "attack") continue;
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attack = new Attack(subElement);
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}
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if (attack==null)
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{
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DebugConsole.ThrowError("Item ''"+item.Name+"'' doesn't have an attack configured");
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}
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null) return false;
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if (character == null || reloadTimer>0.0f) return false;
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if (!character.GetInputState(InputType.SecondaryHeld) || hitting) return false;
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user = character;
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if (hitPos < MathHelper.Pi * 0.69f) return false;
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reloadTimer = reload;
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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
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item.body.FarseerBody.OnCollision += OnCollision;
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@@ -95,6 +104,8 @@ namespace Barotrauma.Items.Components
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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reloadTimer -= deltaTime;
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if (!picker.GetInputState(InputType.SecondaryHeld) && !hitting) hitPos = 0.0f;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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@@ -117,8 +128,6 @@ namespace Barotrauma.Items.Components
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{
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(hitPos, 0.0f), aimPos, false, 0.0f);
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}
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}
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else
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{
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@@ -174,20 +183,24 @@ namespace Barotrauma.Items.Components
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if (limb.character == picker) return false;
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target = limb.character;
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}
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else
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{
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return false;
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}
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if (target==null)
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if (target == null)
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{
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target = f2.Body.UserData as IDamageable;
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}
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if (target == null) return false;
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attack.DoDamage(user, target, item.Position, 1.0f);
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if (attack!=null) attack.DoDamage(user, target, item.Position, 1.0f);
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RestoreCollision();
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hitting = false;
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ApplyStatusEffects(ActionType.OnUse, 1.0f, picker);
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ApplyStatusEffects(ActionType.OnUse, 1.0f, limb.character);
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return true;
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}
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