Saving (wip), statuseffect refactoring, multiple character faces
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@@ -115,47 +115,13 @@ namespace Subsurface.Items.Components
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foreach (StatusEffect effect in ri.statusEffects)
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{
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if (effect.Targets.HasFlag(StatusEffect.Target.This)) effect.Apply(ActionType.OnContaining, deltaTime, item);
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if (effect.Targets.HasFlag(StatusEffect.Target.Contained)) effect.Apply(ActionType.OnContaining, deltaTime, contained);
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if (effect.Targets.HasFlag(StatusEffect.TargetType.This)) effect.Apply(ActionType.OnContaining, deltaTime, item.SimPosition, item.AllPropertyObjects);
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained)) effect.Apply(ActionType.OnContaining, deltaTime, item.SimPosition, contained.AllPropertyObjects);
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}
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contained.ApplyStatusEffects(ActionType.OnContained, deltaTime);
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}
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//if (hideItems) return;
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//Vector2 transformedItemPos;
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//Vector2 transformedItemInterval = itemInterval;
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////float transformedItemRotation = itemRotation;
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//if (item.body==null)
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//{
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// transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y);
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// transformedItemPos = ConvertUnits.ToSimUnits(transformedItemPos) + itemPos;
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//}
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//else
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//{
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// Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
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// transformedItemPos = item.body.Position + Vector2.Transform(itemPos, transform);
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// transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
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// //transformedItemRotation += item.body.Rotation;
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//}
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//foreach (Item containedItem in inventory.items)
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//{
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// if (containedItem == null) continue;
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// Vector2 itemDist = (transformedItemPos - containedItem.body.Position);
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// Vector2 force = (itemDist - containedItem.body.LinearVelocity * 0.1f) * containedItem.body.Mass * 60.0f;
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// containedItem.body.ApplyForce(force);
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// containedItem.body.SmoothRotate(itemRotation);
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// transformedItemPos += transformedItemInterval;
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//}
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}
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public override void Draw(SpriteBatch spriteBatch)
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