Unstable 0.1400.7.0 (Coronavirus edition)
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@@ -408,21 +408,25 @@ namespace Barotrauma.Items.Components
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}
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}
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bool hitSomething = false;
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int hitCount = 0;
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Vector2 lastHitPos = item.WorldPosition;
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hits = hits.OrderBy(h => h.Fraction).ToList();
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foreach (HitscanResult h in hits)
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for (int i = 0; i < hits.Count; i++)
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{
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var h = hits[i];
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item.SetTransform(h.Point, rotation);
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if (HandleProjectileCollision(h.Fixture, h.Normal, Vector2.Zero))
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{
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LaunchProjSpecific(rayStartWorld, item.WorldPosition);
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hitSomething = true;
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break;
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hitCount++;
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if (hitCount >= MaxTargetsToHit || i == hits.Count - 1)
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{
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LaunchProjSpecific(rayStartWorld, item.WorldPosition);
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break;
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}
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}
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}
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//the raycast didn't hit anything -> the projectile flew somewhere outside the level and is permanently lost
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if (!hitSomething)
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//the raycast didn't hit anything (or didn't hit enough targets to stop the projectile) -> the projectile flew somewhere outside the level and is permanently lost
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if (hitCount < MaxTargetsToHit)
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{
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item.body.SetTransformIgnoreContacts(item.body.SimPosition, rotation);
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LaunchProjSpecific(rayStartWorld, rayEndWorld);
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@@ -467,7 +471,7 @@ namespace Barotrauma.Items.Components
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}
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if (fixture.Body.UserData is VineTile) { return true; }
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if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return true; }
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if (fixture.Body.UserData as string == "ruinroom") { return true; }
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if (fixture.Body.UserData as string == "ruinroom" || fixture.Body.UserData is Hull || fixture.UserData is Hull) { return true; }
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//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
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if (submarine != null)
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@@ -505,7 +509,7 @@ namespace Barotrauma.Items.Components
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if (fixture.Body.UserData is VineTile) { return -1; }
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if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return -1; }
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if (fixture.Body?.UserData as string == "ruinroom") { return -1; }
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if (fixture.Body.UserData as string == "ruinroom" || fixture.Body?.UserData is Hull || fixture.UserData is Hull) { return -1; }
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//ignore everything else than characters, sub walls and level walls
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if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
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@@ -640,7 +644,7 @@ namespace Barotrauma.Items.Components
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item.body.SimPosition - ConvertUnits.ToSimUnits(sub.Position) - dir,
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item.body.SimPosition - ConvertUnits.ToSimUnits(sub.Position) + dir,
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collisionCategory: Physics.CollisionWall);
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if (wallBody?.FixtureList?.First() != null && wallBody.UserData is Structure &&
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if (wallBody?.FixtureList?.First() != null && (wallBody.UserData is Structure || wallBody.UserData is Item) &&
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//ignore the hit if it's behind the position the item was launched from, and the projectile is travelling in the opposite direction
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Vector2.Dot(item.body.SimPosition - launchPos, dir) > 0)
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{
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@@ -738,7 +742,15 @@ namespace Barotrauma.Items.Components
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}
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else if (target.Body.UserData is IDamageable damageable)
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{
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if (Attack != null) { attackResult = Attack.DoDamage(User ?? Attacker, damageable, item.WorldPosition, 1.0f); }
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if (Attack != null)
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{
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Vector2 pos = item.WorldPosition;
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if (item.Submarine == null && damageable is Structure structure && structure.Submarine != null && Vector2.DistanceSquared(item.WorldPosition, structure.WorldPosition) > 10000.0f * 10000.0f)
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{
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item.Submarine = structure.Submarine;
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}
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attackResult = Attack.DoDamage(User ?? Attacker, damageable, pos, 1.0f);
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}
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}
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else if (target.Body.UserData is VoronoiCell voronoiCell && voronoiCell.IsDestructible && Attack != null && Math.Abs(Attack.LevelWallDamage) > 0.0f)
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{
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