Simpler anim logic for off-screen characters (all limbs except refLimb are hidden)
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@@ -601,11 +601,10 @@ namespace Subsurface
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/// </summary>
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public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
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{
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//if (isDead)
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//{
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// return;
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//}
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if (PlayerInput.KeyHit(Keys.U))
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{
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AnimController.SimplePhysicsEnabled = !AnimController.SimplePhysicsEnabled;
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}
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Limb head = AnimController.GetLimb(LimbType.Head);
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@@ -747,6 +746,8 @@ namespace Subsurface
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public virtual void Update(Camera cam, float deltaTime)
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{
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AnimController.SimplePhysicsEnabled = (Character.controlled!=this && Vector2.Distance(cam.WorldViewCenter, Position)>2000.0f);
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if (isDead) return;
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if (PressureProtection==0.0f &&
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@@ -4,6 +4,7 @@ using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace Subsurface
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{
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@@ -48,6 +49,11 @@ namespace Subsurface
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public override void UpdateAnim(float deltaTime)
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{
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if (PlayerInput.KeyHit(Keys.I))
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{
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SimplePhysicsEnabled = !SimplePhysicsEnabled;
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}
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if (character.IsDead)
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{
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UpdateDying(deltaTime);
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@@ -68,6 +74,10 @@ namespace Subsurface
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stunTimer -= deltaTime;
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return;
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}
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else if (SimplePhysicsEnabled)
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{
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UpdateSimpleAnim();
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}
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else
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{
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if (inWater)
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@@ -80,7 +90,6 @@ namespace Subsurface
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}
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}
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if (flip)
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{
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//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
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@@ -208,6 +217,31 @@ namespace Subsurface
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floorY = Limbs[0].SimPosition.Y;
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}
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}
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void UpdateSimpleAnim()
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 1.0f);
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if (movement == Vector2.Zero) return;
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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RefLimb.body.SmoothRotate(
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(rotateTowardsMovement) ?
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RefLimb.body.Rotation + MathUtils.GetShortestAngle(RefLimb.body.Rotation, movementAngle) :
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HeadAngle*Dir);
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RefLimb.pullJoint.Enabled = true;
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RefLimb.pullJoint.WorldAnchorB =
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RefLimb.SimPosition + movement * 0.1f;
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RefLimb.body.SmoothRotate(0.0f);
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foreach (Limb l in Limbs)
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{
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if (l == RefLimb) continue;
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l.body.SetTransform(RefLimb.SimPosition, RefLimb.Rotation);
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}
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}
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void UpdateWalkAnim(float deltaTime)
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{
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@@ -30,8 +30,8 @@ namespace Subsurface
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead) return;
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if (character.IsDead) return;
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Vector2 colliderPos = GetLimb(LimbType.Torso).SimPosition;
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//if (inWater) stairs = null;
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@@ -136,6 +136,15 @@ namespace Subsurface
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return;
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}
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if (TargetDir != dir) Flip();
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if (SimplePhysicsEnabled)
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{
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UpdateStandingSimple();
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return;
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}
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switch (Anim)
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{
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case Animation.Climbing:
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@@ -152,7 +161,6 @@ namespace Subsurface
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break;
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}
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if (TargetDir != dir) Flip();
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foreach (Limb limb in Limbs)
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{
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@@ -389,6 +397,29 @@ namespace Subsurface
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}
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void UpdateStandingSimple()
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
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if (inWater && movement != Vector2.Zero)
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{
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movement = Vector2.Normalize(movement);
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}
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RefLimb.pullJoint.Enabled = true;
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RefLimb.pullJoint.WorldAnchorB =
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RefLimb.SimPosition + movement*0.15f;
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RefLimb.body.SmoothRotate(0.0f);
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foreach (Limb l in Limbs)
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{
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if (l==RefLimb) continue;
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l.body.SetTransform(RefLimb.SimPosition, RefLimb.Rotation);
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}
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//new Vector2(movement.X, floorY + HeadPosition), 0.5f);
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}
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void UpdateSwimming()
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{
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IgnorePlatforms = true;
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@@ -22,7 +22,9 @@ namespace Subsurface
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private Dictionary<LimbType, Limb> limbDictionary;
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public RevoluteJoint[] limbJoints;
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Character character;
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private bool simplePhysicsEnabled;
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private Character character;
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private Limb lowestLimb;
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@@ -76,6 +78,29 @@ namespace Subsurface
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private set;
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}
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public bool SimplePhysicsEnabled
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{
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get { return simplePhysicsEnabled; }
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set
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{
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if (value == simplePhysicsEnabled) return;
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simplePhysicsEnabled = value;
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foreach (Limb limb in Limbs)
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{
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limb.body.Enabled = !simplePhysicsEnabled;
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}
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foreach (RevoluteJoint joint in limbJoints)
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{
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joint.Enabled = !simplePhysicsEnabled;
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}
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refLimb.body.Enabled = true;
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}
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}
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public Vector2 TargetMovement
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{
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get
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@@ -473,11 +498,11 @@ namespace Subsurface
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}
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}
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public static void UpdateAll(float deltaTime)
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public static void UpdateAll(Camera cam, float deltaTime)
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{
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foreach (Ragdoll r in list)
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{
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r.Update(deltaTime);
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r.Update(cam, deltaTime);
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}
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}
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@@ -491,10 +516,12 @@ namespace Subsurface
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currentHull);
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}
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public void Update(float deltaTime)
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public void Update(Camera cam, float deltaTime)
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{
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UpdateNetplayerPosition();
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Vector2 flowForce = Vector2.Zero;
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FindLowestLimb();
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@@ -537,8 +564,7 @@ namespace Subsurface
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limb.inWater = true;
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}
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else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limbPosition))
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{
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{
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if (limbPosition.Y < limbHull.Surface)
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{
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limb.inWater = true;
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@@ -18,10 +18,7 @@ namespace Subsurface
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public override Vector2 RadarPosition
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{
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get
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{
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return monster.Position;
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}
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get { return monster.Position; }
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}
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public MonsterQuest(XElement element)
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@@ -34,7 +31,7 @@ namespace Subsurface
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{
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Vector2 position = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count, false)];
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monster = new Character(monsterFile, ConvertUnits.ToSimUnits(position+level.Position));
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monster = new AICharacter(monsterFile, ConvertUnits.ToSimUnits(position+level.Position));
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}
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public override void End()
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@@ -206,7 +206,7 @@ namespace Subsurface.Items.Components
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if (item.CurrentHull != null)
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{
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//the sound can be heard from 20 000 display units away when everything running at 100%
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item.CurrentHull.SoundRange += (coolingRate + fissionRate) * 100;
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item.CurrentHull.SoundRange = (coolingRate + fissionRate) * 100;
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}
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UpdateGraph(deltaTime);
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@@ -728,19 +728,10 @@ int currentTargetIndex = 1;
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}
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}
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foreach (MapEntity mapEntity in MapEntity.mapEntityList)
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{
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Item item = mapEntity as Item;
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if (item == null)
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{
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//if (!mapEntity.MoveWithLevel) continue;
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//mapEntity.Move(velocity);
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}
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else if (item.body!=null)
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{
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if (item.CurrentHull != null) continue;
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item.body.LinearVelocity += simVelocity;
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}
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foreach (Item item in Item.itemList)
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{
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if (item.body==null || item.CurrentHull != null) continue;
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item.body.LinearVelocity += simVelocity;
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}
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AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance;
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@@ -110,7 +110,7 @@ namespace Subsurface
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{
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Character.UpdateAnimAll((float)Physics.step * 1000.0f);
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Ragdoll.UpdateAll((float)Physics.step);
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Ragdoll.UpdateAll(cam, (float)Physics.step);
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GameMain.World.Step((float)Physics.step);
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@@ -132,7 +132,7 @@ namespace Subsurface
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Debug.WriteLine(" char: " + sw.ElapsedTicks);
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sw.Restart();
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Ragdoll.UpdateAll((float)Physics.step);
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Ragdoll.UpdateAll(cam, (float)Physics.step);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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