(f417b026f) Fetched: Changes for playing video tutorial from local branch
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@@ -808,7 +808,6 @@ namespace Barotrauma
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public void LoadHeadAttachments()
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{
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if (Info == null) { return; }
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if (AnimController == null) { return; }
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var head = AnimController.GetLimb(LimbType.Head);
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if (head == null) { return; }
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@@ -1111,15 +1110,13 @@ namespace Barotrauma
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ViewTarget = null;
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if (!AllowInput) return;
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if (Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer))
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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if (Controlled == this)
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{
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SmoothedCursorPosition = cursorPosition;
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}
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else
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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@@ -1667,12 +1664,10 @@ namespace Barotrauma
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focusedItem = null;
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}
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findFocusedTimer -= deltaTime;
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}
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}
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#endif
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//climb ladders automatically when pressing up/down inside their trigger area
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Ladder currentLadder = SelectedConstruction?.GetComponent<Ladder>();
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if ((SelectedConstruction == null || currentLadder != null) &&
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!AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
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if (SelectedConstruction == null && !AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
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{
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bool climbInput = IsKeyDown(InputType.Up) || IsKeyDown(InputType.Down);
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bool isControlled = Controlled == this;
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@@ -1683,19 +1678,6 @@ namespace Barotrauma
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float minDist = float.PositiveInfinity;
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foreach (Ladder ladder in Ladder.List)
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{
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if (ladder == currentLadder)
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{
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continue;
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}
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else if (currentLadder != null)
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{
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//only switch from ladder to another if the ladders are above the current ladders and pressing up, or vice versa
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if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y != IsKeyDown(InputType.Up))
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{
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continue;
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}
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}
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if (CanInteractWith(ladder.Item, out float dist, checkLinked: false) && dist < minDist)
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{
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minDist = dist;
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@@ -1894,6 +1876,8 @@ namespace Barotrauma
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}
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speechImpedimentSet = false;
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if (needsAir)
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{
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bool protectedFromPressure = PressureProtection > 0.0f;
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@@ -1950,23 +1934,9 @@ namespace Barotrauma
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//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
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bool allowRagdoll = GameMain.NetworkMember != null ? GameMain.NetworkMember.ServerSettings.AllowRagdollButton : true;
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if (IsForceRagdolled)
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{
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IsRagdolled = IsForceRagdolled;
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}
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//Keep us ragdolled if we were forced or we're too speedy to unragdoll
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else if (allowRagdoll && (!IsRagdolled || AnimController.Collider.LinearVelocity.LengthSquared() < 1f))
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{
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if (ragdollingLockTimer > 0.0f)
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{
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ragdollingLockTimer -= deltaTime;
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}
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else
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{
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bool wasRagdolled = IsRagdolled;
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IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
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if (wasRagdolled != IsRagdolled) { ragdollingLockTimer = 0.25f; }
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}
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}
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else if (allowRagdoll && (!IsRagdolled || AnimController.Collider.LinearVelocity.LengthSquared() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
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IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
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UpdateSightRange();
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UpdateSoundRange();
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@@ -2548,14 +2518,7 @@ namespace Barotrauma
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{
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item.Submarine = inventory.Owner.Submarine;
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var itemElement = item.Save(parentElement);
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List<int> slotIndices = new List<int>();
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for (int i = 0; i < inventory.Capacity; i++)
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{
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if (inventory.Items[i] == item) { slotIndices.Add(i); }
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}
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itemElement.Add(new XAttribute("i", string.Join(",", slotIndices)));
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itemElement.Add(new XAttribute("i", Array.IndexOf(inventory.Items, item)));
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foreach (ItemContainer container in item.GetComponents<ItemContainer>())
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{
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