v1.6.17.0 (Unto the Breach update)
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+43
-4
@@ -44,9 +44,6 @@ namespace Barotrauma
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[Serialize(0f, IsPropertySaveable.Yes, description: "How much the body raises when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100, ValueStep = 0.1f)]
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public float StepLiftAmount { get; set; }
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[Serialize(true, IsPropertySaveable.Yes), Editable]
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public bool MultiplyByDir { get; set; }
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[Serialize(0.5f, IsPropertySaveable.Yes, description: "When does the body raise when taking a step. The default (0.5) is in the middle of the step."), Editable(MinValueFloat = -1, MaxValueFloat = 1, DecimalCount = 2, ValueStep = 0.1f)]
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public float StepLiftOffset { get; set; }
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@@ -56,6 +53,48 @@ namespace Barotrauma
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[Header("Movement")]
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[Serialize(0.75f, IsPropertySaveable.Yes, description: "The character's movement speed is multiplied with this value when moving backwards."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 0.99f, DecimalCount = 2)]
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public float BackwardsMovementMultiplier { get; set; }
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[Serialize(1.0f, IsPropertySaveable.Yes, description: "Adjusts the maximum speed while climbing. The actual speed is affected by the MovementSpeed."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 10f, DecimalCount = 2)]
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public float ClimbSpeed { get; set; }
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[Serialize(2.0f, IsPropertySaveable.Yes, description: "Used instead of ClimbSpeed when descending ladders while moving fast (running). Not used if lower than ClimbSpeed."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 10f, DecimalCount = 2)]
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public float SlideSpeed { get; set; }
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[Serialize(10.5f, IsPropertySaveable.Yes, description: "Force applied to the main collider, torso and head, when climbing ladders."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 100f, DecimalCount = 1)]
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public float ClimbBodyMoveForce { get; set; }
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[Serialize(5.2f, IsPropertySaveable.Yes, description: "Force applied to the hands when climbing ladders."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 100f, DecimalCount = 1)]
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public float ClimbHandMoveForce { get; set; }
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[Serialize(10.0f, IsPropertySaveable.Yes, description: "Force applied to the feet when climbing ladders."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 100f, DecimalCount = 1)]
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public float ClimbFootMoveForce { get; set; }
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[Serialize(30.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.1f, MaxValueFloat = 100f, DecimalCount = 1)]
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public float ClimbStepHeight { get; set; }
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protected override bool Deserialize(XElement element = null)
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{
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if (element.GetAttributeEnum(nameof(AnimationType), AnimationType.NotDefined) is AnimationType.Run)
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{
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// These values were previously hard-coded when running, so we need to set different default values for the run animations, when they are not defined.
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const string climbSpeedName = nameof(ClimbSpeed);
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if (element.GetAttribute(climbSpeedName) == null)
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{
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element.SetAttribute(climbSpeedName, 2.0f);
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}
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const string climbStepName = nameof(ClimbStepHeight);
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if (element.GetAttribute(climbStepName) == null)
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{
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element.SetAttribute(climbStepName, 60.0f);
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}
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const string slideSpeedName = nameof(SlideSpeed);
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if (element.GetAttribute(slideSpeedName) == null)
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{
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element.SetAttribute(slideSpeedName, 4.0f);
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}
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}
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return base.Deserialize(element);
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}
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}
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abstract class SwimParams : AnimationParams
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@@ -92,7 +131,7 @@ namespace Barotrauma
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/// <summary>
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/// In degrees.
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/// </summary>
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[Header("Standing")]
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[Header("Orientation")]
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[Serialize(float.NaN, IsPropertySaveable.Yes), Editable(-360f, 360f)]
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public float HeadAngle
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{
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