(7788ec72a) Test issuing orders automatically.
This commit is contained in:
@@ -293,27 +293,6 @@ namespace Barotrauma
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return;
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}
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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//stop dragging if there's something between the pull limb and the target
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Vector2 sourceSimPos = mouthLimb.SimPosition;
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Vector2 targetSimPos = target.SimPosition;
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if (character.Submarine != null && character.SelectedCharacter.Submarine == null)
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{
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targetSimPos -= character.Submarine.SimPosition;
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}
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else if (character.Submarine == null && character.SelectedCharacter.Submarine != null)
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{
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sourceSimPos -= character.SelectedCharacter.Submarine.SimPosition;
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}
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var body = Submarine.CheckVisibility(sourceSimPos, targetSimPos, ignoreSubs: true);
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if (body != null)
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{
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character.DeselectCharacter();
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return;
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}
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}
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Character targetCharacter = target;
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float eatSpeed = character.Mass / targetCharacter.Mass * 0.1f;
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eatTimer += deltaTime * eatSpeed;
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@@ -609,7 +588,6 @@ namespace Barotrauma
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}
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}
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float prevWalkPos = WalkPos;
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WalkPos -= MainLimb.LinearVelocity.X * (CurrentAnimationParams.CycleSpeed / RagdollParams.JointScale / 100.0f);
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Vector2 transformedStepSize = Vector2.Zero;
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@@ -645,11 +623,6 @@ namespace Barotrauma
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bool playFootstepSound = false;
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if (limb.type == LimbType.LeftFoot)
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{
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if (Math.Sign(Math.Sin(prevWalkPos)) > 0 && Math.Sign(transformedStepSize.Y) < 0)
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{
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playFootstepSound = true;
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}
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limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
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limb.DebugTargetPos = footPos + new Vector2(
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transformedStepSize.X + movement.X * 0.1f,
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@@ -658,20 +631,13 @@ namespace Barotrauma
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}
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else if (limb.type == LimbType.RightFoot)
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{
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if (Math.Sign(Math.Sin(prevWalkPos)) < 0 && Math.Sign(transformedStepSize.Y) > 0)
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{
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playFootstepSound = true;
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}
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limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
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limb.DebugTargetPos = footPos + new Vector2(
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-transformedStepSize.X + movement.X * 0.1f,
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(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f);
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limb.MoveToPos(limb.DebugTargetPos, FootMoveForce);
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}
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#if CLIENT
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if (playFootstepSound) { PlayImpactSound(limb); }
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#endif
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if (CurrentGroundedParams.FootAnglesInRadians.ContainsKey(limb.limbParams.ID))
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{
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SmoothRotateWithoutWrapping(limb,
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@@ -751,6 +717,22 @@ namespace Barotrauma
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
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{
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//make sure the angle "has the same number of revolutions" as the reference limb
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//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
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while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
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{
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angle += MathHelper.TwoPi;
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}
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while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
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{
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angle -= MathHelper.TwoPi;
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}
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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public override void Flip()
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{
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base.Flip();
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@@ -534,12 +534,7 @@ namespace Barotrauma
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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float limpAmount =
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character.CharacterHealth.GetAfflictionStrength("damage", leftFoot, true) +
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character.CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
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limpAmount = MathHelper.Clamp(limpAmount / 100.0f, 0.0f, 1.0f);
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float walkCycleMultiplier = 1.0f;
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if (Stairs != null)
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{
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@@ -560,8 +555,7 @@ namespace Barotrauma
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//TODO: take into account that the feet aren't necessarily in CurrentHull
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//full slowdown (1.5f) when water is up to the torso
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surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
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float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
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slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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}
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
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@@ -570,10 +564,11 @@ namespace Barotrauma
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float walkPosX = (float)Math.Cos(WalkPos);
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float walkPosY = (float)Math.Sin(WalkPos);
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Vector2 stepSize = StepSize.Value;
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stepSize.X *= walkPosX;
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stepSize.Y *= walkPosY;
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stepSize.Y *= walkPosY;
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float footMid = colliderPos.X;
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if (limpAmount > 0.0f)
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@@ -594,7 +589,7 @@ namespace Barotrauma
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movement.Y = 0.0f;
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if (torso == null) { return; }
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bool isNotRemote = true;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
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@@ -698,7 +693,7 @@ namespace Barotrauma
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//make the character limp if the feet are damaged
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float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
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footPos.X *= MathHelper.Lerp(1.0f, 0.75f, MathHelper.Clamp(footAfflictionStrength / 50.0f, 0.0f, 1.0f));
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footPos *= MathHelper.Lerp(1.0f, 0.5f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
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if (onSlope && Stairs == null)
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{
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@@ -788,19 +783,13 @@ namespace Barotrauma
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//get the upper arm to point downwards
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var arm = GetLimb(armType);
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if (Math.Abs(arm.body.AngularVelocity) < 10.0f)
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{
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arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
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}
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arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
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//get the elbow to a neutral rotation
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if (Math.Abs(hand.body.AngularVelocity) < 10.0f)
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{
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LimbJoint elbow =
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LimbJoint elbow =
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GetJointBetweenLimbs(armType, hand.type) ??
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GetJointBetweenLimbs(armType, foreArmType);
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hand.body.ApplyTorque(MathHelper.Clamp(-elbow.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 10.0f);
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}
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hand.body.ApplyTorque(-elbow.JointAngle * hand.Mass * 10.0f);
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}
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}
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}
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@@ -1138,12 +1127,12 @@ namespace Barotrauma
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#if CLIENT
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if (Math.Abs(leftFootPos - prevLeftFootPos) > stepHeight && leftFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
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{
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SoundPlayer.PlaySound("footstep_armor_heavy", leftFoot.WorldPosition, hullGuess: currentHull);
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SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: leftFoot.WorldPosition);
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leftFoot.LastImpactSoundTime = (float)Timing.TotalTime;
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}
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if (Math.Abs(rightFootPos - prevRightFootPos) > stepHeight && rightFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
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{
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SoundPlayer.PlaySound("footstep_armor_heavy", rightFoot.WorldPosition, hullGuess: currentHull);
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SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: rightFoot.WorldPosition);
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rightFoot.LastImpactSoundTime = (float)Timing.TotalTime;
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}
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#endif
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@@ -1194,8 +1183,7 @@ namespace Barotrauma
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isClimbing = false;
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}
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}
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else if ((character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right)) &&
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(!character.IsKeyDown(InputType.Up) && !character.IsKeyDown(InputType.Down)))
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else if (character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right))
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{
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isClimbing = false;
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}
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-1
@@ -84,7 +84,6 @@ namespace Barotrauma
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var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
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if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
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{
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//DebugConsole.NewMessage("[RagollParams] Using the default folder.");
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folder = GetDefaultFolder(speciesName);
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}
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return folder;
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@@ -674,6 +674,8 @@ namespace Barotrauma
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velocity -= ((Submarine)f2.Body.UserData).Velocity;
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}
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if (character.Submarine == null && f2.Body.UserData is Submarine) velocity -= ((Submarine)f2.Body.UserData).Velocity;
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float impact = Vector2.Dot(velocity, -normal);
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if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
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{
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@@ -692,11 +694,6 @@ namespace Barotrauma
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character.AddDamage(impactPos, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate((impact - ImpactTolerance) * 10.0f) }, 0.0f, true);
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strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
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character.ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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//briefly disable impact damage
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//otherwise the character will take damage multiple times when for example falling,
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//because we use the velocity of the collider to determine the impact
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//(i.e. the character would take damage until the collider hits the floor and stops)
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character.DisableImpactDamageTimer = 0.25f;
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}
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}
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}
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@@ -704,7 +701,7 @@ namespace Barotrauma
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ImpactProjSpecific(impact, f1.Body);
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}
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public void SeverLimbJoint(LimbJoint limbJoint, bool playSound = true)
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public void SeverLimbJoint(LimbJoint limbJoint)
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{
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if (!limbJoint.CanBeSevered || limbJoint.IsSevered)
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{
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@@ -733,7 +730,7 @@ namespace Barotrauma
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}
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}
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partial void SeverLimbJointProjSpecific(LimbJoint limbJoint, bool playSound = true);
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partial void SeverLimbJointProjSpecific(LimbJoint limbJoint);
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private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
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{
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