Unstable 0.17.3.0
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+9
-1
@@ -103,6 +103,9 @@ namespace Barotrauma
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[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "Is the head angle fixed or does the angle follow the mouse position?"), Editable]
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public bool FixedHeadAngle { get; set; }
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}
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abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
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@@ -131,7 +134,7 @@ namespace Barotrauma
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get => MathHelper.ToDegrees(FootAngleInRadians);
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set
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{
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FootAngleInRadians = MathHelper.ToRadians(value);
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FootAngleInRadians = MathHelper.ToRadians(value);
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}
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}
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public float FootAngleInRadians { get; private set; }
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@@ -156,6 +159,9 @@ namespace Barotrauma
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[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "Is the head angle fixed or does the angle follow the mouse position?"), Editable]
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public bool FixedHeadAngle { get; set; }
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}
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public interface IHumanAnimation
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@@ -166,5 +172,7 @@ namespace Barotrauma
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float ArmMoveStrength { get; set; }
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float HandMoveStrength { get; set; }
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bool FixedHeadAngle { get; set; }
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}
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}
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@@ -104,6 +104,9 @@ namespace Barotrauma
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[Serialize(10f, IsPropertySaveable.Yes, "How frequent the recurring idle and attack sounds are?"), Editable(MinValueFloat = 1f, MaxValueFloat = 100f)]
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public float SoundInterval { get; set; }
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool DrawLast { get; set; }
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public readonly CharacterFile File;
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public XDocument VariantFile { get; private set; }
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@@ -574,6 +577,9 @@ namespace Barotrauma
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[Serialize(false, IsPropertySaveable.Yes, description: "The character will flee for a brief moment when being shot at if not performing an attack."), Editable]
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public bool AvoidGunfire { get; private set; }
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[Serialize(0f, IsPropertySaveable.Yes, description: "How much damage is required for single attack to trigger avoiding/releasing targets."), Editable(minValue: 0f, maxValue: 1000f)]
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public float DamageThreshold { get; private set; }
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[Serialize(3f, IsPropertySaveable.Yes, description: "How long the creature avoids gunfire. Also used when the creature is unlatched."), Editable(minValue: 0f, maxValue: 100f)]
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public float AvoidTime { get; private set; }
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