Let players choose to grab onto the body's torso!
Better CPR animations todo: network the limb targeting
This commit is contained in:
@@ -20,6 +20,7 @@ namespace Barotrauma
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private float thighTorque;
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private float cprAnimState;
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private float cprPump;
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private float inWaterTimer;
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private bool swimming;
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@@ -882,8 +883,11 @@ namespace Barotrauma
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Crouching = true;
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Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
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var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
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Limb targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
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Limb targetTorso = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
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targetMovement = new Vector2(diff.X, 0.0f);
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@@ -891,21 +895,41 @@ namespace Barotrauma
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UpdateStanding();
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Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY * 0.2f;
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Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
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Grab(handPos, handPos);
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float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
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cprAnimState += deltaTime * 8.0f;
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Vector2 colliderPos = GetColliderBottom();
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if (cprAnimState % 17 > 15.0f)
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{
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float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
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torso.pullJoint.Enabled = true;
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}
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else
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{
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.1f));
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torso.pullJoint.Enabled = true;
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if (cprPump >= 1)
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{
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torso.body.ApplyForce(new Vector2(0, -1000f));
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targetTorso.body.ApplyForce(new Vector2(0, -1000f));
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cprPump = 0;
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}
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cprPump += deltaTime;
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}
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var head = GetLimb(LimbType.Head);
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
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head.pullJoint.Enabled = true;
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cprAnimState += deltaTime;
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}
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public override void DragCharacter(Character target)
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{
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if (target == null) return;
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Limb torso = GetLimb(LimbType.Torso);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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@@ -918,31 +942,34 @@ namespace Barotrauma
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for (int i = 0; i < 2; i++)
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{
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Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
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Limb targetLimb = target.AnimController.GetLimb(GrabLimb);
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if (i == 0)
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if (targetLimb == null || targetLimb.IsSevered)
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{
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if (!targetLeftHand.IsSevered)
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targetLimb = target.AnimController.GetLimb(LimbType.Torso);
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if (i == 0)
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{
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targetLimb = targetLeftHand;
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if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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else if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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}
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else if (!targetRightHand.IsSevered)
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else
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{
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targetLimb = targetRightHand;
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if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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else if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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}
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}
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else
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{
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if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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else if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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}
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Limb pullLimb = i == 0 ? leftHand : rightHand;
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if (i == 1 && inWater)
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@@ -954,12 +981,29 @@ namespace Barotrauma
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Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 10000.0f;
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if (targetLimb.type == LimbType.Torso)
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{
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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pullLimb.pullJoint.MaxForce = 5000.0f;
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targetMovement *= 0.7f; //Carrying people like that takes a lot of effort.
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}
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else
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{
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 5000.0f;
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}
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 10000.0f;
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if (targetLimb.type == LimbType.Torso)
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{
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targetLimb.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * Dir) * 0.6f;
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targetLimb.pullJoint.MaxForce = 300.0f;
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}
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else
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{
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 5000.0f;
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}
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target.AnimController.movement = -diff;
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}
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