v0.12.0.2
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@@ -90,6 +90,13 @@ namespace Barotrauma.Items.Components
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[Serialize(UseEnvironment.Both, false, description: "Can the item be selected in air, underwater or both.")]
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public UseEnvironment UsableIn { get; set; }
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[Serialize(false, false, description: "Should the character using the item be drawn behind the item.")]
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public bool DrawUserBehind
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{
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get;
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set;
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}
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public bool ControlCharacterPose
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{
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get { return limbPositions.Count > 0; }
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@@ -236,12 +243,12 @@ namespace Barotrauma.Items.Components
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case LimbType.RightHand:
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case LimbType.RightForearm:
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case LimbType.RightArm:
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if (user.SelectedItems[0] != null) { continue; }
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if (user.Inventory.GetItemInLimbSlot(InvSlotType.RightHand) != null) { continue; }
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break;
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case LimbType.LeftHand:
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case LimbType.LeftForearm:
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case LimbType.LeftArm:
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if ( user.SelectedItems[1] != null) { continue; }
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if (user.Inventory.GetItemInLimbSlot(InvSlotType.LeftHand) != null) { continue; }
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break;
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}
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}
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@@ -388,6 +395,12 @@ namespace Barotrauma.Items.Components
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limb.PullJointEnabled = false;
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}
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//disable flipping for 0.5 seconds, because flipping the character when it's in a weird pose (e.g. lying in bed) can mess up the ragdoll
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if (character.AnimController is HumanoidAnimController humanoidAnim)
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{
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humanoidAnim.LockFlippingUntil = (float)Timing.TotalTime + 0.5f;
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}
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if (character.SelectedConstruction == this.item) { character.SelectedConstruction = null; }
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character.AnimController.Anim = AnimController.Animation.None;
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@@ -470,6 +483,12 @@ namespace Barotrauma.Items.Components
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}
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}
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public override bool HasAccess(Character character)
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{
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if (!item.IsInteractable(character)) { return false; }
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return base.HasAccess(character);
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}
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partial void HideHUDs(bool value);
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}
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}
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