(1da783d84) RepairTool fixes. Closes #1486 - Fixed Submarine.PickBodies only returning the closest body it hits (and the body the ray is inside, if any). - Welding tool raycasts can go through walls, but not fix other types of entities behind the walls. Now it's possible to weld multiple overlapping walls at the same time, but not doors/characters behind the wall. - Made the welding & plasma particles bigger to match the increased range of the tools better.
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@@ -730,7 +730,15 @@ namespace Barotrauma
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return closestBody;
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}
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public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
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private static readonly List<Body> bodies = new List<Body>();
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/// <summary>
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/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
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/// </summary>
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/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
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/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
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public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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{
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if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
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{
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@@ -738,20 +746,25 @@ namespace Barotrauma
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}
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float closestFraction = 1.0f;
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List<Body> bodies = new List<Body>();
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bodies.Clear();
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bodyDist.Clear();
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
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if (fixture.Body != null) { bodies.Add(fixture.Body); }
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if (fixture.Body != null)
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{
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bodies.Add(fixture.Body);
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bodyDist[fixture.Body] = fraction;
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}
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if (fraction < closestFraction)
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{
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lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
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lastPickedFraction = fraction;
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lastPickedNormal = normal;
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}
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return fraction;
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//continue
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return -1;
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}, rayStart, rayEnd);
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if (allowInsideFixture)
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@@ -770,10 +783,12 @@ namespace Barotrauma
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lastPickedFraction = 0.0f;
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lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
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bodies.Add(fixture.Body);
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bodyDist[fixture.Body] = 0.0f;
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return false;
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}, ref aabb);
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}
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bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
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return bodies;
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}
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