Merge branch 'master' of https://github.com/Regalis11/Barotrauma.git
This commit is contained in:
+15
-15
@@ -533,6 +533,8 @@ namespace Barotrauma
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bool onSlope = Math.Abs(movement.X) > 0.01f && Math.Abs(floorNormal.X) > 0.1f && Math.Sign(floorNormal.X) != Math.Sign(movement.X);
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bool movingHorizontally = !MathUtils.NearlyEqual(TargetMovement.X, 0.0f);
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if (Stairs != null || onSlope)
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{
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torso.PullJointWorldAnchorB = new Vector2(
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@@ -562,10 +564,8 @@ namespace Barotrauma
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if (!torso.Disabled)
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{
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if (TorsoPosition.HasValue)
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{
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y += TorsoPosition.Value;
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}
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if (TorsoPosition.HasValue) { y += TorsoPosition.Value; }
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if (Crouching && !movingHorizontally) { y -= HumanCrouchParams.MoveDownAmountWhenStationary; }
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torso.PullJointWorldAnchorB =
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MathUtils.SmoothStep(torso.SimPosition,
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new Vector2(footMid + movement.X * TorsoLeanAmount, y), getUpForce);
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@@ -574,10 +574,8 @@ namespace Barotrauma
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if (!head.Disabled)
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{
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y = colliderPos.Y + stepLift * CurrentGroundedParams.StepLiftHeadMultiplier;
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if (HeadPosition.HasValue)
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{
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y += HeadPosition.Value;
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}
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if (HeadPosition.HasValue) { y += HeadPosition.Value; }
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if (Crouching && !movingHorizontally) { y -= HumanCrouchParams.MoveDownAmountWhenStationary; }
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head.PullJointWorldAnchorB =
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MathUtils.SmoothStep(head.SimPosition,
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new Vector2(footMid + movement.X * HeadLeanAmount, y), getUpForce * 1.2f);
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@@ -593,12 +591,15 @@ namespace Barotrauma
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{
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float torsoAngle = TorsoAngle.Value;
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float herpesStrength = character.CharacterHealth.GetAfflictionStrength("spaceherpes");
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if (Crouching && !movingHorizontally) { torsoAngle -= HumanCrouchParams.ExtraTorsoAngleWhenStationary; }
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torsoAngle -= herpesStrength / 150.0f;
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torso.body.SmoothRotate(torsoAngle * Dir, CurrentGroundedParams.TorsoTorque);
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}
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if (HeadAngle.HasValue)
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{
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head.body.SmoothRotate(HeadAngle.Value * Dir, CurrentGroundedParams.HeadTorque);
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float headAngle = HeadAngle.Value;
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if (Crouching && !movingHorizontally) { headAngle -= HumanCrouchParams.ExtraHeadAngleWhenStationary; }
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head.body.SmoothRotate(headAngle * Dir, CurrentGroundedParams.HeadTorque);
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}
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if (!onGround)
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@@ -616,8 +617,7 @@ namespace Barotrauma
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Vector2 waistPos = waist != null ? waist.SimPosition : torso.SimPosition;
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//moving horizontally
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if (TargetMovement.X != 0.0f)
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if (movingHorizontally)
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{
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//progress the walking animation
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WalkPos -= MathHelper.ToRadians(CurrentAnimationParams.CycleSpeed) * walkCycleMultiplier * movement.X;
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@@ -808,7 +808,8 @@ namespace Barotrauma
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if (head == null) { return; }
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if (torso == null) { return; }
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if (currentHull != null)
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//check both hulls: the hull whose coordinate space the ragdoll is in, and the hull whose bounds the character's origin actually is inside
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if (currentHull != null && character.CurrentHull != null)
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{
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float surfacePos = currentHull.Surface;
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float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
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@@ -816,7 +817,7 @@ namespace Barotrauma
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//and use its water surface instead of the current hull's
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if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
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{
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GetSurfacePos(CurrentHull, ref surfacePos);
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GetSurfacePos(currentHull, ref surfacePos);
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void GetSurfacePos(Hull hull, ref float prevSurfacePos)
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{
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if (prevSurfacePos > surfaceThreshold) { return; }
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@@ -834,7 +835,7 @@ namespace Barotrauma
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foreach (var linkedTo in gap.linkedTo)
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{
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if (linkedTo is Hull otherHull && otherHull != hull)
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if (linkedTo is Hull otherHull && otherHull != hull && otherHull != currentHull)
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{
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prevSurfacePos = Math.Max(surfacePos, otherHull.Surface);
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GetSurfacePos(otherHull, ref prevSurfacePos);
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@@ -888,7 +889,6 @@ namespace Barotrauma
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
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Vector2 diff = (mousePos - torso.SimPosition) * Dir;
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TargetMovement = new Vector2(0.0f, -0.1f);
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float newRotation = MathUtils.VectorToAngle(diff);
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Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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}
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