Unstable 0.1400.1.0
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@@ -39,10 +39,7 @@ namespace Barotrauma
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partial void DamageParticles(float deltaTime, Vector2 worldPosition)
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{
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if (particleEmitter != null)
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{
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particleEmitter.Emit(deltaTime, worldPosition);
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}
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particleEmitter?.Emit(deltaTime, worldPosition);
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if (sound != null)
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{
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@@ -201,7 +201,7 @@ namespace Barotrauma
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/// </summary>
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public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
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{
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if (DisableControls || GUI.PauseMenuOpen || GUI.SettingsMenuOpen)
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if (DisableControls || GUI.InputBlockingMenuOpen)
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{
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foreach (Key key in keys)
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{
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@@ -323,7 +323,7 @@ namespace Barotrauma
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DoInteractionUpdate(deltaTime, mouseSimPos);
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}
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if (!GUI.PauseMenuOpen && !GUI.SettingsMenuOpen)
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if (!GUI.InputBlockingMenuOpen)
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{
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if (SelectedConstruction != null &&
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(SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null && HUD.CloseHUD(ic.GuiFrame.Rect)) ||
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@@ -515,6 +515,7 @@ namespace Barotrauma
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if (draggingItemToWorld)
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{
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if (item.OwnInventory == null ||
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!item.OwnInventory.Container.AllowDragAndDrop ||
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!item.OwnInventory.CanBePut(CharacterInventory.DraggingItems.First()) ||
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!CanAccessInventory(item.OwnInventory))
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{
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@@ -679,7 +680,7 @@ namespace Barotrauma
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else
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{
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//Ideally it shouldn't send the character entirely if we can't see them but /shrug, this isn't the most hacker-proof game atm
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hudInfoVisible = controlled.CanSeeCharacter(this, controlled.ViewTarget == null ? controlled.WorldPosition : controlled.ViewTarget.WorldPosition);
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hudInfoVisible = controlled.CanSeeTarget(this, controlled.ViewTarget);
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}
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hudInfoTimer = Rand.Range(0.5f, 1.0f);
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}
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@@ -302,9 +302,9 @@ namespace Barotrauma
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GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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//read anyway to prevent messing up reading the rest of the message
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UInt16 lastEventID = msg.ReadUInt16();
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byte itemCount = msg.ReadByte();
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for (int i = 0; i < itemCount; i++)
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_ = msg.ReadUInt16();
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byte inventoryItemCount = msg.ReadByte();
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for (int i = 0; i < inventoryItemCount; i++)
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{
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msg.ReadUInt16();
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}
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@@ -411,8 +411,11 @@ namespace Barotrauma
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string option = null;
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if (orderPrefab.HasOptions)
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{
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int optionIndex = msg.ReadRangedInteger(0, orderPrefab.Options.Length);
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option = orderPrefab.Options[optionIndex];
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int optionIndex = msg.ReadRangedInteger(-1, orderPrefab.AllOptions.Length);
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if (optionIndex > -1)
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{
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option = orderPrefab.Options[optionIndex];
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}
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}
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GameMain.GameSession?.CrewManager?.SetOrderHighlight(this, orderPrefab.Identifier, option);
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}
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@@ -431,9 +434,18 @@ namespace Barotrauma
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break;
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case 9: //NetEntityEvent.Type.AddToCrew
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GameMain.GameSession.CrewManager.AddCharacter(this);
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foreach (Item item in Inventory.AllItems)
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CharacterTeamType teamID = (CharacterTeamType)msg.ReadByte();
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ushort itemCount = msg.ReadUInt16();
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for (int i = 0; i < itemCount; i++)
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{
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ushort itemID = msg.ReadUInt16();
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if (!(Entity.FindEntityByID(itemID) is Item item)) { continue; }
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item.AllowStealing = true;
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var wifiComponent = item.GetComponent<Items.Components.WifiComponent>();
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if (wifiComponent != null)
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{
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wifiComponent.TeamID = teamID;
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}
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}
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break;
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}
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@@ -676,8 +676,8 @@ namespace Barotrauma
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bool inWater = Character.AnimController.InWater;
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var drawTarget = inWater ? Particles.ParticlePrefab.DrawTargetType.Water : Particles.ParticlePrefab.DrawTargetType.Air;
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var emitter = Character.BloodEmitters.FirstOrDefault(e => e.Prefab.ParticlePrefab.DrawTarget == drawTarget || e.Prefab.ParticlePrefab.DrawTarget == Particles.ParticlePrefab.DrawTargetType.Both);
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float particleMinScale = emitter != null ? emitter.Prefab.ScaleMin : 0.5f;
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float particleMaxScale = emitter != null ? emitter.Prefab.ScaleMax : 1;
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float particleMinScale = emitter?.Prefab.Properties.ScaleMin ?? 0.5f;
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float particleMaxScale = emitter?.Prefab.Properties.ScaleMax ?? 1;
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float severity = Math.Min(affliction.Strength / affliction.Prefab.MaxStrength * Character.Params.BleedParticleMultiplier, 1);
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float bloodParticleSize = MathHelper.Lerp(particleMinScale, particleMaxScale, severity);
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if (!inWater)
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@@ -1326,7 +1326,7 @@ namespace Barotrauma
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child.Recalculate();
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}
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if (buttonToSelect != null) { buttonToSelect.OnClicked(buttonToSelect, "selectaffliction"); }
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buttonToSelect?.OnClicked(buttonToSelect, "selectaffliction");
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afflictionIconContainer.RecalculateChildren();
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