(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
This commit is contained in:
@@ -530,8 +530,7 @@ namespace Barotrauma
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}
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
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(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
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}
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@@ -696,7 +696,7 @@ namespace Barotrauma
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return;
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}
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
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}
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}
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@@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -1264,18 +1264,39 @@ namespace Barotrauma
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{
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for (int i = 0; i < selectedItems.Length; i++ )
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{
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if (selectedItems[i] == null) continue;
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if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
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if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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if (selectedItems[i] == null) { continue; }
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if (i == 1 && selectedItems[0] == selectedItems[1]) { continue; }
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var item = selectedItems[i];
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if (item == null) { continue; }
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if (IsKeyDown(InputType.Use) && !item.IsShootable)
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{
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item.Use(deltaTime, this);
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}
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if (IsKeyDown(InputType.Aim))
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{
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item.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Shoot) && item.IsShootable)
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{
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item.Use(deltaTime, this);
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}
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}
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}
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}
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if (SelectedConstruction != null)
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{
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if (IsKeyDown(InputType.Use)) SelectedConstruction.Use(deltaTime, this);
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if (SelectedConstruction != null && IsKeyDown(InputType.Aim)) SelectedConstruction.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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if (IsKeyDown(InputType.Aim))
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{
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SelectedConstruction.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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}
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}
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if (SelectedCharacter != null)
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@@ -1753,7 +1774,7 @@ namespace Barotrauma
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}
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#endif
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}
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else if (IsKeyHit(InputType.Select) && SelectedConstruction != null)
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else if (IsKeyHit(InputType.Deselect) && SelectedConstruction != null)
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{
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SelectedConstruction = null;
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#if CLIENT
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@@ -1898,7 +1919,7 @@ namespace Barotrauma
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//cannot be protected from pressure when below crush depth
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protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
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//implode if not protected from pressure, and either outside or in a high-pressure hull
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if (!protectedFromPressure &&
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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{
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if (CharacterHealth.PressureKillDelay <= 0.0f)
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@@ -1913,7 +1934,7 @@ namespace Barotrauma
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if (PressureTimer >= 100.0f)
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{
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if (Controlled == this) { cam.Zoom = 5.0f; }
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if (Controlled == this) cam.Zoom = 5.0f;
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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Implode();
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@@ -2194,7 +2215,7 @@ namespace Barotrauma
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if (limbHit == null) return new AttackResult();
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limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime);
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#if SERVER
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if (attacker is Character attackingCharacter && attackingCharacter.AIController == null)
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{
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@@ -2280,8 +2301,7 @@ namespace Barotrauma
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{
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Vector2 diff = dir;
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if (diff == Vector2.Zero) diff = Rand.Vector(1.0f);
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hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff),
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff));
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}
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Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
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AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
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@@ -103,7 +103,6 @@ namespace Barotrauma
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}
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public float CrushDepth { get; private set; }
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public float PressureKillDelay { get; private set; } = 5.0f;
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public float Vitality { get; private set; }
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@@ -626,17 +626,13 @@ namespace Barotrauma
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Limb limb = character.AnimController.Limbs[limbIndex];
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Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
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limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
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}
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}
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else
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{
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Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
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body.ApplyLinearImpulse(
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Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition),
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forcePos,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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body.ApplyLinearImpulse(Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
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}
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}
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return wasHit;
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@@ -391,14 +391,16 @@ namespace Barotrauma
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keyMapping[(int)InputType.RadioChat] = new KeyOrMouse(Keys.Y);
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keyMapping[(int)InputType.CrewOrders] = new KeyOrMouse(Keys.C);
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keyMapping[(int)InputType.Select] = new KeyOrMouse(Keys.E);
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keyMapping[(int)InputType.SelectNextCharacter] = new KeyOrMouse(Keys.Tab);
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keyMapping[(int)InputType.SelectPreviousCharacter] = new KeyOrMouse(Keys.Q);
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keyMapping[(int)InputType.Voice] = new KeyOrMouse(Keys.V);
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keyMapping[(int)InputType.Use] = new KeyOrMouse(0);
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keyMapping[(int)InputType.Use] = new KeyOrMouse(Keys.E);
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keyMapping[(int)InputType.Select] = new KeyOrMouse(0);
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keyMapping[(int)InputType.Deselect] = new KeyOrMouse(1);
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keyMapping[(int)InputType.Shoot] = new KeyOrMouse(0);
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keyMapping[(int)InputType.Aim] = new KeyOrMouse(1);
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foreach (XElement subElement in doc.Root.Elements())
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@@ -739,7 +741,6 @@ namespace Barotrauma
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EnableSplashScreen = doc.Root.GetAttributeBool("enablesplashscreen", EnableSplashScreen);
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AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", AimAssistAmount);
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EnableMouseLook = doc.Root.GetAttributeBool("enablemouselook", EnableMouseLook);
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foreach (XElement subElement in doc.Root.Elements())
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{
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@@ -923,8 +924,7 @@ namespace Barotrauma
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new XAttribute("quickstartsub", QuickStartSubmarineName),
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new XAttribute("requiresteamauthentication", requireSteamAuthentication),
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new XAttribute("autoupdateworkshopitems", AutoUpdateWorkshopItems),
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new XAttribute("aimassistamount", aimAssistAmount),
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new XAttribute("enablemouselook", EnableMouseLook));
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new XAttribute("aimassistamount", aimAssistAmount));
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if (!ShowUserStatisticsPrompt)
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{
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@@ -396,25 +396,70 @@ namespace Barotrauma.Items.Components
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}
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int dir = IsHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
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List<PhysicsBody> bodies = c.AnimController.Limbs.Select(l => l.body).ToList();
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bodies.Add(c.AnimController.Collider);
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bool soundPlayed = false;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (PushBodyOutOfDoorway(c, limb.body, dir, simPos, simSize) && !soundPlayed)
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float diff = 0.0f;
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if (!MathUtils.IsValid(body.SimPosition))
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{
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DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
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GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." +
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" Removed: " + c.Removed +
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" Remoteplayer: " + c.IsRemotePlayer);
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continue;
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}
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if (IsHorizontal)
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{
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if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue;
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diff = body.SimPosition.Y - item.SimPosition.Y;
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}
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else
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{
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if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue;
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diff = body.SimPosition.X - item.SimPosition.X;
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}
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if (Math.Sign(diff) != dir)
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{
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#if CLIENT
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SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, limb.body);
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#endif
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soundPlayed = true;
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if (IsHorizontal)
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{
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body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation);
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body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
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}
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else
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{
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body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
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body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
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}
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}
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if (IsHorizontal)
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{
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if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
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body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
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}
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}
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PushBodyOutOfDoorway(c, c.AnimController.Collider, dir, simPos, simSize);
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}
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}
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private bool PushBodyOutOfDoorway(Character c, PhysicsBody body, int dir, Vector2 doorRectSimPos, Vector2 doorRectSimSize)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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{
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float diff = 0.0f;
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if (!MathUtils.IsValid(body.SimPosition))
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if (isStuck) return;
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bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
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if (connection.Name == "toggle")
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{
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DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
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GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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@@ -435,51 +480,6 @@ namespace Barotrauma.Items.Components
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diff = body.SimPosition.X - item.SimPosition.X;
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}
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//if the limb is at a different side of the door than the character (collider),
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//immediately teleport it to the correct side
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if (Math.Sign(diff) != dir)
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{
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if (IsHorizontal)
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{
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body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
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}
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else
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{
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body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
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}
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}
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//apply an impulse to push the limb further from the door
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if (IsHorizontal)
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{
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if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > doorRectSimSize.Y * 0.5f) { return false; }
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body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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else
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{
|
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if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > doorRectSimSize.X * 0.5f) { return false; }
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body.ApplyLinearImpulse(new Vector2(dir * 2.0f, isOpen ? 0.0f : -1.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
|
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|
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c.SetStun(0.2f);
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return true;
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}
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|
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
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{
|
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if (isStuck) return;
|
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|
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bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
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|
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if (connection.Name == "toggle")
|
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{
|
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SetState(!wasOpen, false, true);
|
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}
|
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else if (connection.Name == "set_state")
|
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{
|
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SetState(signal != "0", false, true);
|
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}
|
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|
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#if SERVER
|
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if (sender != null && wasOpen != isOpen)
|
||||
{
|
||||
|
||||
@@ -471,7 +471,7 @@ namespace Barotrauma.Items.Components
|
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swingState %= 1.0f;
|
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if (SwingWhenHolding ||
|
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(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
|
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(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Use)))
|
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(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Shoot)))
|
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{
|
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swing = swingAmount * new Vector2(
|
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PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
|
||||
|
||||
@@ -63,6 +63,7 @@ namespace Barotrauma.Items.Components
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
|
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attack = new Attack(subElement, item.Name + ", MeleeWeapon");
|
||||
}
|
||||
item.IsShootable = true;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
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using FarseerPhysics;
|
||||
using FarseerPhysics.Collision;
|
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using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
@@ -57,6 +56,7 @@ namespace Barotrauma.Items.Components
|
||||
public RangedWeapon(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
item.IsShootable = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
@@ -165,12 +165,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
//set the rotation of the projectile again because dropping the projectile resets the rotation
|
||||
projectile.Item.SetTransform(projectilePos,
|
||||
rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
|
||||
rotation + ((item.body.Dir == 1.0f) ? projectile.LaunchRotationRadians : projectile.LaunchRotationRadians - MathHelper.Pi));
|
||||
|
||||
//recoil
|
||||
item.body.ApplyLinearImpulse(
|
||||
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
|
||||
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f);
|
||||
|
||||
item.RemoveContained(projectile.Item);
|
||||
|
||||
|
||||
@@ -79,7 +79,7 @@ namespace Barotrauma.Items.Components
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
item.IsShootable = true;
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Use))
|
||||
if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Shoot))
|
||||
throwing = true;
|
||||
|
||||
if (!picker.IsKeyDown(InputType.Aim) && !throwing) throwPos = 0.0f;
|
||||
@@ -106,10 +106,10 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
Character thrower = picker;
|
||||
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
|
||||
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
|
||||
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
||||
|
||||
@@ -348,14 +348,14 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
}
|
||||
|
||||
//called when the item is equipped and left mouse button is pressed
|
||||
//called when the item is equipped and the "use" key is pressed
|
||||
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
|
||||
public virtual bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
return characterUsable || character == null;
|
||||
}
|
||||
|
||||
//called when the item is equipped and right mouse button is pressed
|
||||
//called when the item is equipped and the "aim" key is pressed
|
||||
public virtual bool SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -210,8 +210,13 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
|
||||
}
|
||||
|
||||
if ((GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && user != null && !user.Removed)
|
||||
|
||||
bool isNotClient = true;
|
||||
#if CLIENT
|
||||
isNotClient = GameMain.Client == null;
|
||||
#endif
|
||||
|
||||
if (isNotClient && user != null)
|
||||
{
|
||||
foreach (Skill skill in fabricatedItem.RequiredSkills)
|
||||
{
|
||||
|
||||
@@ -377,14 +377,23 @@ namespace Barotrauma.Items.Components
|
||||
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
return true;
|
||||
}
|
||||
else if (target.Body.UserData is Limb limb)
|
||||
{
|
||||
//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
|
||||
if (limb.IsSevered)
|
||||
{
|
||||
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
return true;
|
||||
}
|
||||
|
||||
limb.character.LastDamageSource = item;
|
||||
if (attack != null) { attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
|
||||
if (limb.character != null) { character = limb.character; }
|
||||
}
|
||||
else if (target.Body.UserData is Structure structure)
|
||||
{
|
||||
if (attack != null) { attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f); }
|
||||
limb.character.LastDamageSource = item;
|
||||
attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
|
||||
if (limb.character != null) character = limb.character;
|
||||
}
|
||||
else if (target.Body.UserData is Structure structure)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (character != null) character.LastDamageSource = item;
|
||||
|
||||
@@ -22,8 +22,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private float blinkTimer;
|
||||
|
||||
private bool itemLoaded;
|
||||
|
||||
public PhysicsBody ParentBody;
|
||||
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
|
||||
@@ -79,7 +77,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
IsActive = value;
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && itemLoaded) { item.CreateServerEvent(this); }
|
||||
if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 diff = nodes[nodes.Count - 1] - newNodePos;
|
||||
Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff);
|
||||
|
||||
user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f);
|
||||
user.AnimController.UpdateUseItem(true, user.WorldPosition + pullBackDir * 200.0f);
|
||||
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
|
||||
@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
item.IsShootable = true;
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -501,7 +501,7 @@ namespace Barotrauma.Items.Components
|
||||
if (objective.Option.ToLowerInvariant() == "fireatwill")
|
||||
{
|
||||
character?.Speak(TextManager.Get("DialogFireTurret").Replace("[itemname]", item.Name), null, 0.0f, "fireturret", 5.0f);
|
||||
character.SetInput(InputType.Use, true, true);
|
||||
character.SetInput(InputType.Shoot, true, true);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
@@ -235,6 +235,12 @@ namespace Barotrauma
|
||||
set { /*do nothing*/ }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Should the item's Use method be called with the "Use" or with the "Shoot" key?
|
||||
/// </summary>
|
||||
[Serialize(false, false)]
|
||||
public bool IsShootable { get; set; }
|
||||
|
||||
public Color Color
|
||||
{
|
||||
get { return spriteColor; }
|
||||
@@ -1444,7 +1450,6 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public void Use(float deltaTime, Character character = null, Limb targetLimb = null)
|
||||
{
|
||||
if (condition == 0.0f) return;
|
||||
@@ -1590,8 +1595,6 @@ namespace Barotrauma
|
||||
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
|
||||
{
|
||||
parentInventory.CreateNetworkEvent();
|
||||
//send frequent updates after the item has been dropped
|
||||
PositionUpdateInterval = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -568,7 +568,7 @@ namespace Barotrauma
|
||||
|
||||
public void Extinguish(float deltaTime, float amount, Vector2 position)
|
||||
{
|
||||
for (int i = FireSources.Count - 1; i >= 0; i--)
|
||||
for (int i = FireSources.Count - 1; i >= 0; i-- )
|
||||
{
|
||||
FireSources[i].Extinguish(deltaTime, amount, position);
|
||||
}
|
||||
|
||||
@@ -331,13 +331,13 @@ namespace Barotrauma
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
Sprite = new Sprite(subElement, lazyLoad: true);
|
||||
Sprite = new Sprite(subElement);
|
||||
break;
|
||||
case "specularsprite":
|
||||
SpecularSprite = new Sprite(subElement, lazyLoad: true);
|
||||
SpecularSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "deformablesprite":
|
||||
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
DeformableSprite = new DeformableSprite(subElement);
|
||||
break;
|
||||
case "overridecommonness":
|
||||
string levelType = subElement.GetAttributeString("leveltype", "");
|
||||
|
||||
@@ -543,19 +543,19 @@ namespace Barotrauma
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor);
|
||||
break;
|
||||
case TriggerForceMode.Acceleration:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor);
|
||||
break;
|
||||
case TriggerForceMode.Impulse:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: ForceVelocityLimit);
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor);
|
||||
break;
|
||||
case TriggerForceMode.LimitVelocity:
|
||||
float maxVel = ForceVelocityLimit * currentForceFluctuation * distFactor;
|
||||
@@ -563,8 +563,7 @@ namespace Barotrauma
|
||||
{
|
||||
body.ApplyForce(
|
||||
Vector2.Normalize(-body.LinearVelocity) *
|
||||
Force.Length() * body.Mass * currentForceFluctuation * distFactor,
|
||||
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
Force.Length() * body.Mass * currentForceFluctuation * distFactor);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -126,7 +126,7 @@ namespace Barotrauma
|
||||
CanChangeTo.Add(new LocationTypeChange(Identifier, subElement));
|
||||
break;
|
||||
case "portrait":
|
||||
var portrait = new Sprite(subElement, lazyLoad: true);
|
||||
var portrait = new Sprite(subElement);
|
||||
if (portrait != null)
|
||||
{
|
||||
portraits.Add(portrait);
|
||||
|
||||
@@ -584,6 +584,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public void ApplyLinearImpulse(Vector2 impulse, float maxVelocity)
|
||||
{
|
||||
if (!IsValidValue(impulse / body.Mass, "new velocity")) return;
|
||||
if (!IsValidValue(impulse, "impulse", -1e10f, 1e10f)) return;
|
||||
if (!IsValidValue(maxVelocity, "max velocity")) return;
|
||||
|
||||
@@ -604,7 +605,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!IsValidValue(impulse, "impulse", -1e10f, 1e10f)) return;
|
||||
if (!IsValidValue(point, "point")) return;
|
||||
if (!IsValidValue(impulse / body.Mass, "new velocity", -1000.0f, 1000.0f)) return;
|
||||
if (!IsValidValue(impulse / body.Mass, "new velocity")) return;
|
||||
body.ApplyLinearImpulse(impulse, point);
|
||||
}
|
||||
|
||||
@@ -645,20 +646,15 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public void ApplyForce(Vector2 force, float maxVelocity)
|
||||
{
|
||||
if (!IsValidValue(force, "force", -1e10f, 1e10f)) return;
|
||||
if (!IsValidValue(maxVelocity, "max velocity")) return;
|
||||
|
||||
float currSpeed = body.LinearVelocity.Length();
|
||||
Vector2 velocityAddition = force / Mass * (float)Timing.Step;
|
||||
Vector2 newVelocity = body.LinearVelocity + velocityAddition;
|
||||
|
||||
float newSpeedSqr = newVelocity.LengthSquared();
|
||||
if (newSpeedSqr > maxVelocity * maxVelocity)
|
||||
{
|
||||
newVelocity = newVelocity.ClampLength(maxVelocity);
|
||||
}
|
||||
newVelocity = newVelocity.ClampLength(Math.Max(currSpeed, maxVelocity));
|
||||
|
||||
Vector2 clampedForce = (newVelocity - body.LinearVelocity) * Mass / (float)Timing.Step;
|
||||
if (!IsValidValue(force, "clamped force", -1e10f, 1e10f)) return;
|
||||
body.ApplyForce(force);
|
||||
body.ApplyForce((newVelocity - body.LinearVelocity) * Mass / (float)Timing.Step);
|
||||
}
|
||||
|
||||
public void ApplyForce(Vector2 force, Vector2 point)
|
||||
|
||||
@@ -15,7 +15,9 @@ namespace Barotrauma
|
||||
Ragdoll, Health, Grab,
|
||||
SelectNextCharacter,
|
||||
SelectPreviousCharacter,
|
||||
Voice
|
||||
Voice,
|
||||
Deselect,
|
||||
Shoot
|
||||
}
|
||||
|
||||
public class KeyOrMouse
|
||||
|
||||
@@ -5,25 +5,30 @@ namespace Barotrauma
|
||||
{
|
||||
partial class DeformableSprite
|
||||
{
|
||||
private Sprite sprite;
|
||||
|
||||
public Vector2 Size
|
||||
{
|
||||
get { return Sprite.size; }
|
||||
get { return sprite.size; }
|
||||
}
|
||||
|
||||
public Vector2 Origin
|
||||
{
|
||||
get { return Sprite.Origin; }
|
||||
set { Sprite.Origin = value; }
|
||||
get { return sprite.Origin; }
|
||||
set { sprite.Origin = value; }
|
||||
}
|
||||
|
||||
public Sprite Sprite { get; private set; }
|
||||
|
||||
public DeformableSprite(XElement element, int? subdivisionsX = null, int? subdivisionsY = null, string filePath = "", bool lazyLoad = false)
|
||||
public Sprite Sprite
|
||||
{
|
||||
Sprite = new Sprite(element, file: filePath, lazyLoad: lazyLoad);
|
||||
InitProjSpecific(element, subdivisionsX, subdivisionsY, lazyLoad);
|
||||
get { return sprite; }
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element, int? subdivisionsX, int? subdivisionsY, bool lazyLoad = false);
|
||||
public DeformableSprite(XElement element, int? subdivisionsX = null, int? subdivisionsY = null, string filePath = "")
|
||||
{
|
||||
sprite = new Sprite(element, file: filePath);
|
||||
InitProjSpecific(element, subdivisionsX, subdivisionsY);
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element, int? subdivisionsX, int? subdivisionsY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -103,9 +103,8 @@ namespace Barotrauma
|
||||
partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true);
|
||||
partial void CalculateSourceRect();
|
||||
|
||||
public Sprite(XElement element, string path = "", string file = "", bool? preMultiplyAlpha = null, bool lazyLoad = false)
|
||||
public Sprite(XElement element, string path = "", string file = "")
|
||||
{
|
||||
this.lazyLoad = lazyLoad;
|
||||
SourceElement = element;
|
||||
if (file == "")
|
||||
{
|
||||
@@ -128,12 +127,8 @@ namespace Barotrauma
|
||||
|
||||
Name = SourceElement.GetAttributeString("name", null);
|
||||
Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
|
||||
preMultipliedAlpha = preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true);
|
||||
bool shouldReturn = false;
|
||||
if (!lazyLoad)
|
||||
{
|
||||
LoadTexture(ref sourceVector, ref shouldReturn, preMultipliedAlpha);
|
||||
}
|
||||
LoadTexture(ref sourceVector, ref shouldReturn, SourceElement.GetAttributeBool("premultiplyalpha", true));
|
||||
if (shouldReturn) return;
|
||||
sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
|
||||
size = SourceElement.GetAttributeVector2("size", Vector2.One);
|
||||
|
||||
@@ -31,8 +31,6 @@ namespace Barotrauma
|
||||
public readonly HashSet<Character> ReactorMeltdown = new HashSet<Character>();
|
||||
|
||||
public readonly HashSet<Character> Casualties = new HashSet<Character>();
|
||||
|
||||
public bool SubWasDamaged;
|
||||
}
|
||||
|
||||
private static RoundData roundData;
|
||||
@@ -112,47 +110,7 @@ namespace Barotrauma
|
||||
UnlockAchievement("subdeep", true, c => c != null && c.Submarine == sub && !c.IsDead && !c.IsUnconscious);
|
||||
}
|
||||
}
|
||||
|
||||
if (!roundData.SubWasDamaged)
|
||||
{
|
||||
roundData.SubWasDamaged = SubWallsDamaged(Submarine.MainSub);
|
||||
}
|
||||
}
|
||||
|
||||
if (GameMain.GameSession != null && Character.Controlled != null)
|
||||
{
|
||||
if (Character.Controlled.HasEquippedItem("clownmask") &&
|
||||
Character.Controlled.HasEquippedItem("clowncostume"))
|
||||
{
|
||||
UnlockAchievement(Character.Controlled, "clowncostume");
|
||||
}
|
||||
|
||||
if (Submarine.MainSub != null && Character.Controlled.Submarine == null)
|
||||
{
|
||||
float dist = 500 / Physics.DisplayToRealWorldRatio;
|
||||
if (Vector2.DistanceSquared(Character.Controlled.WorldPosition, Submarine.MainSub.WorldPosition) >
|
||||
dist * dist)
|
||||
{
|
||||
UnlockAchievement(Character.Controlled, "crewaway");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool SubWallsDamaged(Submarine sub)
|
||||
{
|
||||
foreach (Structure structure in Structure.WallList)
|
||||
{
|
||||
if (structure.Submarine != sub || structure.HasBody) { continue; }
|
||||
for (int i = 0; i < structure.SectionCount; i++)
|
||||
{
|
||||
if (structure.SectionIsLeaking(i))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public static void OnBiomeDiscovered(Biome biome)
|
||||
@@ -316,21 +274,14 @@ namespace Barotrauma
|
||||
//made it to the destination
|
||||
if (gameSession.Submarine.AtEndPosition)
|
||||
{
|
||||
bool noDamageRun = !roundData.SubWasDamaged && !roundData.Casualties.Any(c => !(c.AIController is EnemyAIController));
|
||||
|
||||
#if SERVER
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
//in MP all characters that were inside the sub during reactor meltdown and still alive at the end of the round get an achievement
|
||||
UnlockAchievement("survivereactormeltdown", true, c => c != null && !c.IsDead && roundData.ReactorMeltdown.Contains(c));
|
||||
if (noDamageRun)
|
||||
{
|
||||
UnlockAchievement("nodamagerun", true, c => c != null && !c.IsDead);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if CLIENT
|
||||
if (noDamageRun) { UnlockAchievement("nodamagerun"); }
|
||||
if (roundData.ReactorMeltdown.Any()) //in SP getting to the destination after a meltdown is enough
|
||||
{
|
||||
UnlockAchievement("survivereactormeltdown");
|
||||
@@ -351,11 +302,6 @@ namespace Barotrauma
|
||||
UnlockAchievement(charactersInSub[0], "lonesailor");
|
||||
}
|
||||
}
|
||||
foreach (Character character in charactersInSub)
|
||||
{
|
||||
if (character.Info.Job == null) { continue; }
|
||||
UnlockAchievement(character, character.Info.Job.Prefab.Identifier + "round");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user