(7788ec72a) Test issuing orders automatically.
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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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