Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/Characters/Animation/Ragdoll.cs
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@@ -3,6 +3,7 @@ using Barotrauma.Lights;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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namespace Barotrauma
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{
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@@ -14,7 +15,7 @@ namespace Barotrauma
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public float CameraShake;
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private bool sparks, shockwave, flames;
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private bool sparks, shockwave, flames, smoke;
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public Explosion(XElement element)
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{
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@@ -24,7 +25,8 @@ namespace Barotrauma
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sparks = ToolBox.GetAttributeBool(element, "sparks", true);
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shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
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flames = ToolBox.GetAttributeBool(element, "flames", true);
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flames = ToolBox.GetAttributeBool(element, "flames", true);
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smoke = ToolBox.GetAttributeBool(element, "smoke", true);
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CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*0.1f);
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}
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@@ -52,8 +54,13 @@ namespace Barotrauma
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}
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if (flames)
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{
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GameMain.ParticleManager.CreateParticle("explosionfire", worldPosition + Rand.Vector(50f),
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Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull);
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GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
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}
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if (smoke)
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{
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GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
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}
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}
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@@ -89,9 +96,19 @@ namespace Barotrauma
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}
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private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
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{
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if (hull == null) return particlePos;
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return new Vector2(
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MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
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MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
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}
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private IEnumerable<object> DimLight(LightSource light)
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{
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float currBrightness= 1.0f;
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float currBrightness = 1.0f;
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float startRange = light.Range;
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while (light.Color.A > 0.0f)
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@@ -99,13 +116,13 @@ namespace Barotrauma
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light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
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light.Range = startRange * currBrightness;
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currBrightness -= CoroutineManager.DeltaTime*10.0f;
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currBrightness -= CoroutineManager.DeltaTime * 20.0f;
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yield return CoroutineStatus.Running;
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}
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light.Remove();
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yield return CoroutineStatus.Success;
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}
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@@ -115,6 +132,11 @@ namespace Barotrauma
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foreach (Character c in Character.CharacterList)
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{
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Vector2 explosionPos = worldPosition;
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if (c.Submarine != null) explosionPos -= c.Submarine.Position;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
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@@ -128,6 +150,9 @@ namespace Barotrauma
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float distFactor = 1.0f - dist / range;
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//solid obstacles between the explosion and the limb reduce the effect of the explosion by 90%
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if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
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c.AddDamage(limb.WorldPosition, DamageType.None,
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damage / c.AnimController.Limbs.Length * distFactor, 0.0f, stun * distFactor, false);
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