Faction Test 100.9.0.0
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@@ -426,16 +426,8 @@ namespace Barotrauma.Items.Components
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item.body.FarseerBody.OnCollision += OnProjectileCollision;
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item.body.FarseerBody.IsBullet = true;
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if (item.body.CollisionCategories != Category.None)
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{
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item.body.CollisionCategories = Physics.CollisionProjectile;
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item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking;
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}
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if (item.Prefab.DamagedByProjectiles && !IgnoreProjectilesWhileActive)
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{
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if (item.body.CollisionCategories == Category.None) { item.body.CollisionCategories = Physics.CollisionCharacter; }
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item.body.CollidesWith |= Physics.CollisionProjectile;
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}
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EnableProjectileCollisions();
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IsActive = true;
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if (stickJoint == null) { return; }
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@@ -560,12 +552,12 @@ namespace Barotrauma.Items.Components
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}
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else if (fixture?.Body == null || fixture.IsSensor)
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{
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//ignore sensors and items
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//ignore sensors
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return true;
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}
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if (fixture.Body.UserData is VineTile) { return true; }
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if (fixture.CollidesWith == Category.None) { 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" || 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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@@ -575,13 +567,28 @@ namespace Barotrauma.Items.Components
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if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return true; }
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}
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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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!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return true; }
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if (fixture.Body.UserData is VoronoiCell && (this.item.Submarine != null || submarine != null)) { return true; }
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if (fixture.Body.UserData is Item item)
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{
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if (item == Item) { return true; }
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if (item.Condition <= 0) { return true; }
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if (!item.Prefab.DamagedByProjectiles && item.GetComponent<Door>() == null) { return true; }
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}
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else if (fixture.Body.UserData is Holdable { CanPush: false })
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{
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// Ignore holdables that can't push -> shouldn't block
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return true;
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}
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else
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{
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// TODO: This might make us ignore something we don't want to ignore?
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// Not item -> ignore everything else than characters, sub walls and level walls
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if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return true; }
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}
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fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
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if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
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@@ -598,21 +605,17 @@ namespace Barotrauma.Items.Components
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}
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else if (fixture?.Body == null || fixture.IsSensor)
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{
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//ignore sensors and items
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//ignore sensors
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return -1;
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}
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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" || fixture.Body?.UserData is Hull || fixture.UserData is Hull) { return -1; }
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if (fixture.CollidesWith == Category.None) { return -1; }
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if (!(fixture.Body.UserData is Holdable holdable && holdable.CanPush))
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if (fixture.Body.UserData is Item item)
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{
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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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!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return -1; }
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if (item.Condition <= 0) { return -1; }
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if (!item.Prefab.DamagedByProjectiles && item.GetComponent<Door>() == null) { return -1; }
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}
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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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//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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@@ -622,6 +625,12 @@ namespace Barotrauma.Items.Components
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if (fixture.Body.UserData is Limb limb && limb.character?.Submarine != submarine) { return -1; }
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}
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// Ignore holdables that can't push -> shouldn't block
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if (fixture.Body.UserData is Holdable { CanPush: false })
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{
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return -1;
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}
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//ignore level cells if the item and the point of impact are inside a sub
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if (fixture.Body.UserData is VoronoiCell)
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{
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@@ -652,7 +661,7 @@ namespace Barotrauma.Items.Components
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hits.Add(new HitscanResult(fixture, point, normal, fraction));
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return 1;
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}, rayStart, rayEnd, Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking);
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}, rayStart, rayEnd, Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking | Physics.CollisionProjectile);
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return hits;
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}
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@@ -773,6 +782,12 @@ namespace Barotrauma.Items.Components
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else if (target.Body.UserData is Item item)
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{
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if (item.Condition <= 0.0f) { return false; }
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if (!item.Prefab.DamagedByProjectiles) { return false; }
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}
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else if (target.Body.UserData is Holdable { CanPush: false })
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{
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// Ignore holdables that can't push -> shouldn't block
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return false;
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}
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//ignore character colliders (the projectile only hits limbs)
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@@ -1068,6 +1083,20 @@ namespace Barotrauma.Items.Components
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return true;
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}
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private void EnableProjectileCollisions()
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{
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if (item.body.CollisionCategories != Category.None)
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{
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item.body.CollisionCategories = Physics.CollisionProjectile;
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item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking;
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}
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if (item.Prefab.DamagedByProjectiles && !IgnoreProjectilesWhileActive)
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{
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if (item.body.CollisionCategories == Category.None) { item.body.CollisionCategories = Physics.CollisionCharacter; }
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item.body.CollidesWith |= Physics.CollisionProjectile;
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}
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}
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private void DisableProjectileCollisions()
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{
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item.body.FarseerBody.OnCollision -= OnProjectileCollision;
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