Collider-controlled monster movement
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@@ -63,14 +63,9 @@ namespace Barotrauma
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if (stunTimer>0.0f)
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{
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//UpdateStruggling(deltaTime);
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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)// || RefLimb.inWater)
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@@ -128,7 +123,7 @@ namespace Barotrauma
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if (flipTimer>1.0f || character.IsNetworkPlayer)
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{
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Flip();
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if (mirror) Mirror();
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if (mirror || !inWater) Mirror();
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flipTimer = 0.0f;
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}
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}
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@@ -137,12 +132,26 @@ namespace Barotrauma
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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Limb mainLimb = torso == null ? head : torso;
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mainLimb.pullJoint.Enabled = true;
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mainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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if (movement.LengthSquared() < 0.00001f) return;
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if (!inWater) movement.Y = Math.Min(0.0f, movement.Y);
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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float angle = (rotateTowardsMovement) ?
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mainLimb.body.Rotation + MathUtils.GetShortestAngle(mainLimb.body.Rotation, movementAngle) :
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HeadAngle * Dir;
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collider.SmoothRotate(angle, 25.0f);
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mainLimb.body.SmoothRotate(angle, 25.0f);
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Limb tail = GetLimb(LimbType.Tail);
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if (tail != null && waveAmplitude > 0.0f)
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{
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@@ -151,102 +160,30 @@ namespace Barotrauma
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float waveRotation = (float)Math.Sin(walkPos / waveLength);
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tail.body.ApplyTorque(waveRotation * tail.Mass * 100.0f * waveAmplitude);
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//limbs[tailIndex].body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * 10.0f, 10.0f), -10.0f)) * limbs[tailIndex].body.Mass);
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//limbs[tailIndex].body.ApplyTorque(-limbs[tailIndex].body.AngularVelocity * 0.5f * limbs[tailIndex].body.Mass);
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}
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Vector2 steerForce = Vector2.Zero;
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Limb head = GetLimb(LimbType.Head);
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if (head == null) head = GetLimb(LimbType.Torso);
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if (head != null)
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{
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float angle = (rotateTowardsMovement) ?
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head.body.Rotation+ MathUtils.GetShortestAngle(head.body.Rotation, movementAngle) :
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HeadAngle*Dir;
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head.body.SmoothRotate(angle, 25.0f);
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//rotate head towards the angle of movement
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//float torque = (Math.Sign(angle)*10.0f + MathHelper.Clamp(angle * 10.0f, -10.0f, 10.0f));
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//angular drag
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//torque -= head.body.AngularVelocity * 0.5f;
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//head.body.ApplyTorque(torque * head.body.Mass);
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//the movement vector if going to the direction of the head
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//Vector2 headMovement = new Vector2(
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// (float)Math.Cos(head.body.Rotation - MathHelper.PiOver2),
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// (float)Math.Sin(head.body.Rotation - MathHelper.PiOver2));
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//headMovement *= movement.Length();
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//the movement angle is between direction of the head and the direction
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//where the Character is actually trying to go
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//current * (float)alpha + previous * (1.0f - (float)alpha);
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steerForce = (movement+correctionMovement) * 50.0f - head.LinearVelocity * 30.0f;
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// force += (headMovement - movement) * Math.Min(head.LinearVelocity.Length()/movement.Length(), 1.0f);
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if (!inWater) steerForce.Y = 0.0f;
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}
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for (int i = 0; i < Limbs.Count(); i++)
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{
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if (steerForce != Vector2.Zero)
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{
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Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
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Limbs[i].body.ApplyForce(steerForce * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
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Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
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Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
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}
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if (Limbs[i].type != LimbType.Torso) continue;
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float dist = (Limbs[0].SimPosition - Limbs[i].SimPosition).Length();
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if (Limbs[i] == mainLimb) continue;
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Vector2 limbPos = Limbs[0].SimPosition - Vector2.Normalize(movement) * dist;
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float dist = (mainLimb.SimPosition - Limbs[i].SimPosition).Length();
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Vector2 limbPos = mainLimb.SimPosition - Vector2.Normalize(movement) * dist;
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Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
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}
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if (!inWater)
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{
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UpdateWalkAnim(deltaTime);
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}
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else
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{
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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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//todo: reimplement
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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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//collider.LinearVelocity = movement;
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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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collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement, 0.5f);
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floorY = Limbs[0].SimPosition.Y;
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}
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void UpdateWalkAnim(float deltaTime)
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
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@@ -254,104 +191,38 @@ namespace Barotrauma
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IgnorePlatforms = (TargetMovement.Y < -Math.Abs(TargetMovement.X));
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Limb colliderLimb;
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float colliderHeight;
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Limb mainLimb;
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float mainLimbHeight, mainLimbAngle;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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if (torso != null)
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{
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colliderLimb = torso;
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colliderHeight = TorsoPosition;
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colliderLimb.body.SmoothRotate(TorsoAngle * Dir, 10.0f);
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mainLimb = torso;
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mainLimbHeight = TorsoPosition;
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mainLimbAngle = torsoAngle;
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}
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else
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{
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colliderLimb = head;
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colliderHeight = HeadPosition;
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if (onGround) colliderLimb.body.SmoothRotate(HeadAngle * Dir, 100.0f);
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mainLimb = head;
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mainLimbHeight = HeadPosition;
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mainLimbAngle = headAngle;
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}
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//collider.SmoothRotate(TorsoAngle * Dir, 10.0f);
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mainLimb.body.SmoothRotate(mainLimbAngle * Dir, 50.0f);
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Vector2 colliderPos = colliderLimb.SimPosition;
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collider.LinearVelocity = new Vector2(
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movement.X,
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collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
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Vector2 rayStart = colliderPos;
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Vector2 rayEnd = rayStart - new Vector2(0.0f, colliderHeight);
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if (stairs != null) rayEnd.Y -= 0.5f;
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mainLimb.MoveToPos(GetColliderBottom() + Vector2.UnitY * mainLimbHeight, 10.0f);
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mainLimb.pullJoint.Enabled = true;
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mainLimb.pullJoint.WorldAnchorB = GetColliderBottom() + Vector2.UnitY * mainLimbHeight;
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//do a raytrace straight down from the torso to figure
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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//Structure closestStructure = null;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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switch (fixture.CollisionCategories)
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{
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case Physics.CollisionStairs:
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if (inWater && TargetMovement.Y < 0.5f) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (stairs == null && structure != null)
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{
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//TODO: fix
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//if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
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//{
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// return -1;
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//}
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//else
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//{
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// stairs = structure;
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//}
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}
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break;
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case Physics.CollisionPlatform:
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Structure platform = fixture.Body.UserData as Structure;
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//TODO: fix
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//if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
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break;
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case Physics.CollisionWall:
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break;
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default:
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return -1;
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}
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onGround = true;
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if (fraction < closestFraction)
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{
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closestFraction = fraction;
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}
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onFloorTimer = 0.05f;
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return closestFraction;
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} , rayStart, rayEnd);
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//the ragdoll "stays on ground" for 50 millisecs after separation
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if (onFloorTimer <= 0.0f)
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{
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onGround = false;
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}
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else
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{
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onFloorTimer -= deltaTime;
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}
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if (!onGround) return;
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if (closestFraction == 1) //raycast didn't hit anything
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floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
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else
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floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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if (Math.Abs(colliderPos.Y - floorY) < colliderHeight * 1.2f)
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{
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colliderLimb.MoveToPos(new Vector2(colliderPos.X + movement.X * 0.2f, floorY + colliderHeight), 5.0f);
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}
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float walkCycleSpeed = head.LinearVelocity.X * 0.05f;
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walkPos -= walkCycleSpeed;
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walkPos -= mainLimb.LinearVelocity.X * 0.05f;
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Vector2 transformedStepSize = new Vector2(
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(float)Math.Cos(walkPos) * stepSize.X * 3.0f,
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@@ -363,7 +234,7 @@ namespace Barotrauma
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{
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case LimbType.LeftFoot:
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case LimbType.RightFoot:
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Vector2 footPos = new Vector2(limb.SimPosition.X, colliderPos.Y - colliderHeight);
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Vector2 footPos = new Vector2(limb.SimPosition.X, mainLimb.SimPosition.Y - mainLimbHeight);
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if (limb.RefJointIndex>-1)
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{
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@@ -382,18 +253,18 @@ namespace Barotrauma
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}
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else if (limb.type == LimbType.RightFoot)
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{
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limb.MoveToPos(footPos +new Vector2(
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limb.MoveToPos(footPos + new Vector2(
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-transformedStepSize.X + movement.X * 0.1f,
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(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f),
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8.0f);
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}
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if (footRotation!=null) limb.body.SmoothRotate((float)footRotation*Dir, 50.0f);
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if (footRotation != null) limb.body.SmoothRotate((float)footRotation * Dir, 50.0f);
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break;
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case LimbType.LeftLeg:
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case LimbType.RightLeg:
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if (legTorque!=0.0f) limb.body.ApplyTorque(limb.Mass*legTorque*Dir);
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if (legTorque != 0.0f) limb.body.ApplyTorque(limb.Mass * legTorque * Dir);
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break;
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}
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}
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