(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -58,13 +58,6 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(true, true)]
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public bool Aimable
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{
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get;
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set;
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}
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[Serialize(false, false)]
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public bool ControlPose
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{
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@@ -11,6 +11,12 @@ namespace Barotrauma.Items.Components
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{
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private float lastSentDeattachTimer;
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private PhysicsBody trigger;
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private Holdable holdable;
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private float deattachTimer;
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[Serialize(1.0f, false)]
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public float DeattachDuration
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{
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@@ -49,13 +55,7 @@ namespace Barotrauma.Items.Components
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#endif
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}
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}
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private PhysicsBody trigger;
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private Holdable holdable;
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private float deattachTimer;
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public LevelResource(Item item, XElement element) : base(item, element)
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{
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IsActive = true;
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@@ -142,8 +142,6 @@ namespace Barotrauma.Items.Components
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pickTimer / requiredTime,
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Color.Red, Color.Green);
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#endif
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picker.AnimController.UpdateUseItem(true, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
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picker.AnimController.UpdateUseItem(true, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
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pickTimer += CoroutineManager.DeltaTime;
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@@ -322,6 +322,7 @@ namespace Barotrauma.Items.Components
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// If the character is climbing, ignore the check, because we cannot aim while climbing.
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if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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{
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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}
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else
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@@ -337,11 +338,11 @@ namespace Barotrauma.Items.Components
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sinTime = 0;
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if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
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{
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character.Speak(TextManager.Get("DialogLeaksFixed").Replace("[roomname]", leak.FlowTargetHull.RoomName), null, 0.0f, "leaksfixed", 10.0f);
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character.Speak(TextManager.Get("DialogLeaksFixed").Replace("[roomname]", leak.FlowTargetHull.DisplayName), null, 0.0f, "leaksfixed", 10.0f);
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}
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else
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{
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character.Speak(TextManager.Get("DialogLeakFixed").Replace("[roomname]", leak.FlowTargetHull.RoomName), null, 0.0f, "leakfixed", 10.0f);
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character.Speak(TextManager.Get("DialogLeakFixed").Replace("[roomname]", leak.FlowTargetHull.DisplayName), null, 0.0f, "leakfixed", 10.0f);
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}
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}
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