(b21318728) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -560,7 +560,8 @@ 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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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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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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}
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
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@@ -2551,32 +2551,14 @@ namespace Barotrauma
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if (info != null) { info.Remove(); }
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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CharacterList.Remove(this);
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if (Controlled == this) { Controlled = null; }
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if (Inventory != null)
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{
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foreach (Item item in Inventory.Items)
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@@ -635,24 +635,6 @@ namespace Barotrauma
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var character = ((Limb)f2.Body.UserData).character;
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if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
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}
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if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
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int section = FindSectionIndex(pos);
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if (section > -1)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
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if (impact < 10.0f) return true;
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#if CLIENT
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SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
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#endif
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AddDamage(section, impact);
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}
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}
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OnImpactProjSpecific(f1, f2, contact);
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@@ -102,7 +102,7 @@ namespace Barotrauma
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{
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string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
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@@ -115,7 +115,7 @@ namespace Barotrauma
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{
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string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
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