- Hitscan projectiles, projectiles can be set to disappear after hitting something.
- Option to adjust ranged weapon spread (separate values for "normal spread" and when being used by an unskilled character). - Option to disable explosion flashes.
This commit is contained in:
@@ -42,12 +42,14 @@ namespace Barotrauma
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hull.AddDecal(decal, worldPosition, decalSize);
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}
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float displayRange = attack.Range;
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if (displayRange < 0.1f) return;
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var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null);
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CoroutineManager.StartCoroutine(DimLight(light));
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if (flash)
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{
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float displayRange = attack.Range;
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if (displayRange < 0.1f) return;
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var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null);
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CoroutineManager.StartCoroutine(DimLight(light));
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}
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}
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private IEnumerable<object> DimLight(LightSource light)
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@@ -27,6 +27,20 @@ namespace Barotrauma.Items.Components
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set { reload = Math.Max(value, 0.0f); }
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}
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[HasDefaultValue(0.0f, false)]
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public float Spread
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{
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get;
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set;
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}
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[HasDefaultValue(0.0f, false)]
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public float UnskilledSpread
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{
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get;
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set;
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}
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public Vector2 TransformedBarrelPos
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{
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get
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@@ -41,8 +55,6 @@ namespace Barotrauma.Items.Components
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public RangedWeapon(Item item, XElement element)
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: base(item, element)
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{
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//barrelPos = ToolBox.GetAttributeVector2(element, "barrelpos", Vector2.Zero);
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//barrelPos = ConvertUnits.ToSimUnits(barrelPos);
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -90,13 +102,16 @@ namespace Barotrauma.Items.Components
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Projectile projectileComponent= projectile.GetComponent<Projectile>();
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if (projectileComponent == null) continue;
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float rotation = ((item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi) + Rand.Range(-degreeOfFailure, degreeOfFailure);
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float spread = MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure));
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float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
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rotation += spread * Rand.Range(-0.5f, 0.5f);
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projectile.body.ResetDynamics();
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projectile.SetTransform(TransformedBarrelPos, rotation);
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projectileComponent.User = character;
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projectileComponent.IgnoredBodies = new List<Body>(limbBodies);
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projectile.Use(deltaTime);
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projectileComponent.User = character;
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projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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@@ -105,9 +120,7 @@ namespace Barotrauma.Items.Components
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
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projectileComponent.IgnoredBodies = limbBodies;
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new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
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item.RemoveContained(projectile);
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@@ -118,9 +131,6 @@ namespace Barotrauma.Items.Components
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}
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}
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return true;
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}
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@@ -44,6 +44,20 @@ namespace Barotrauma.Items.Components
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set { doesStick = value; }
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}
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[HasDefaultValue(false, false)]
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public bool Hitscan
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{
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get;
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set;
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}
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[HasDefaultValue(false, false)]
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public bool RemoveOnHit
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{
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get;
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set;
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}
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public Projectile(Item item, XElement element)
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: base (item, element)
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{
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@@ -60,11 +74,18 @@ namespace Barotrauma.Items.Components
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{
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if (character != null && !characterUsable) return false;
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User = character;
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Vector2 launchDir = new Vector2((float)Math.Cos(item.body.Rotation), (float)Math.Sin(item.body.Rotation));
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Launch(new Vector2(
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(float)Math.Cos(item.body.Rotation),
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(float)Math.Sin(item.body.Rotation)) * launchImpulse * item.body.Mass);
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if (Hitscan)
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{
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DoHitscan(launchDir);
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}
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else
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{
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Launch(launchDir * launchImpulse * item.body.Mass);
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}
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User = character;
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return true;
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}
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@@ -73,7 +94,7 @@ namespace Barotrauma.Items.Components
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{
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item.Drop();
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item.body.Enabled = true;
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item.body.Enabled = true;
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item.body.ApplyLinearImpulse(impulse);
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item.body.FarseerBody.OnCollision += OnProjectileCollision;
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@@ -104,12 +125,52 @@ namespace Barotrauma.Items.Components
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GameMain.World.RemoveJoint(stickJoint);
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stickJoint = null;
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}
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private void DoHitscan(Vector2 dir)
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{
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float rotation = item.body.Rotation;
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item.Drop();
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item.body.Enabled = true;
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//set the velocity of the body because the OnProjectileCollision method
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//uses it to determine the direction from which the projectile hit
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item.body.LinearVelocity = dir;
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IsActive = true;
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Vector2 rayStart = item.SimPosition;
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Vector2 rayEnd = item.SimPosition + dir * 1000.0f;
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bool hitSomething = false;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (fixture == null || fixture.IsSensor) return -1;
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if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) return -1;
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item.body.SetTransform(point, rotation);
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if (OnProjectileCollision(fixture, normal))
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{
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hitSomething = true;
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return 0;
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}
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return 1;
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}, rayStart, rayEnd);
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//the raycast didn't hit anything -> the projectile flew somewhere outside the level and is permanently lost
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if (!hitSomething)
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{
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Item.Spawner.AddToRemoveQueue(item);
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}
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}
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public override void Update(float deltaTime, Camera cam)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (stickJoint != null && stickJoint.JointTranslation < 0.01f)
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if (stickJoint != null &&
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(stickJoint.JointTranslation < stickJoint.LowerLimit * 0.9f || stickJoint.JointTranslation > stickJoint.UpperLimit * 0.9f))
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{
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if (stickTarget != null)
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{
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@@ -117,7 +178,7 @@ namespace Barotrauma.Items.Components
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{
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item.body.FarseerBody.RestoreCollisionWith(stickTarget);
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}
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catch
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catch
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{
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//the body that the projectile was stuck to has been removed
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}
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@@ -142,9 +203,14 @@ namespace Barotrauma.Items.Components
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private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
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{
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if (IgnoredBodies.Contains(f2.Body)) return false;
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return OnProjectileCollision(f2, contact.Manifold.LocalNormal);
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}
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if (f2.CollisionCategories == Physics.CollisionCharacter && !(f2.Body.UserData is Limb))
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private bool OnProjectileCollision(Fixture target, Vector2 collisionNormal)
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{
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if (IgnoredBodies.Contains(target.Body)) return false;
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if (target.CollisionCategories == Physics.CollisionCharacter && !(target.Body.UserData is Limb))
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{
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return false;
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}
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@@ -152,7 +218,7 @@ namespace Barotrauma.Items.Components
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AttackResult attackResult = new AttackResult();
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if (attack != null)
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{
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var submarine = f2.Body.UserData as Submarine;
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var submarine = target.Body.UserData as Submarine;
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if (submarine != null)
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{
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item.Move(-submarine.Position);
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@@ -164,11 +230,11 @@ namespace Barotrauma.Items.Components
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Limb limb;
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Structure structure;
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if ((limb = (f2.Body.UserData as Limb)) != null)
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if ((limb = (target.Body.UserData as Limb)) != null)
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{
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attackResult = attack.DoDamage(User, limb.character, item.WorldPosition, 1.0f);
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}
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else if ((structure = (f2.Body.UserData as Structure)) != null)
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else if ((structure = (target.Body.UserData as Structure)) != null)
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{
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attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
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}
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@@ -187,7 +253,7 @@ namespace Barotrauma.Items.Components
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IgnoredBodies.Clear();
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f2.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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if (attackResult.HitArmor)
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{
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@@ -195,12 +261,15 @@ namespace Barotrauma.Items.Components
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}
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else if (doesStick)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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Vector2 dir = new Vector2(
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(float)Math.Cos(item.body.Rotation),
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(float)Math.Cos(item.body.Rotation),
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(float)Math.Sin(item.body.Rotation));
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if (Vector2.Dot(f1.Body.LinearVelocity, normal) < 0.0f) return StickToTarget(f2.Body, dir);
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if (Vector2.Dot(item.body.LinearVelocity, collisionNormal) < 0.0f)
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{
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StickToTarget(target.Body, dir);
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return Hitscan;
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}
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}
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else
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{
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@@ -220,27 +289,52 @@ namespace Barotrauma.Items.Components
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}
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}
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return f2.CollisionCategories != Physics.CollisionCharacter;
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if (RemoveOnHit)
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{
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Item.Spawner.AddToRemoveQueue(item);
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}
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return true;
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}
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private bool StickToTarget(Body targetBody, Vector2 axis)
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private void StickToTarget(Body targetBody, Vector2 axis)
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{
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if (stickJoint != null) return false;
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if (stickJoint != null) return;
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stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true);
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stickJoint.MotorEnabled = true;
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stickJoint.MaxMotorForce = 30.0f;
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stickJoint.LimitEnabled = true;
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if (item.Sprite != null) stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X*0.7f);
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if (item.Sprite != null)
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{
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stickJoint.LowerLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * -0.3f);
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stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * 0.3f);
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}
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item.body.FarseerBody.IgnoreCollisionWith(targetBody);
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stickTarget = targetBody;
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GameMain.World.AddJoint(stickJoint);
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IsActive = true;
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}
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protected override void RemoveComponentSpecific()
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{
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if (stickJoint != null)
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{
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try
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{
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GameMain.World.RemoveJoint(stickJoint);
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}
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catch
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{
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//the body that the projectile was stuck to has been removed
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}
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stickJoint = null;
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}
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return false;
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}
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}
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}
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@@ -15,7 +15,7 @@ namespace Barotrauma
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public float CameraShake;
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private bool sparks, shockwave, flames, smoke;
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private bool sparks, shockwave, flames, smoke, flash;
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private string decal;
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private float decalSize;
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@@ -39,6 +39,7 @@ namespace Barotrauma
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shockwave = element.GetAttributeBool("shockwave", true);
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flames = element.GetAttributeBool("flames", true);
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smoke = element.GetAttributeBool("smoke", true);
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flash = element.GetAttributeBool("flash", true);
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decal = element.GetAttributeString("decal", "");
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decalSize = element.GetAttributeFloat("decalSize", 1.0f);
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