This commit is contained in:
Evil Factory
2022-06-15 13:26:49 -03:00
410 changed files with 11140 additions and 5815 deletions
@@ -120,7 +120,29 @@ namespace Barotrauma
protected Key[] keys;
public HumanPrefab HumanPrefab;
private HumanPrefab humanPrefab;
public HumanPrefab HumanPrefab
{
get { return humanPrefab; }
set
{
if (humanPrefab == value) { return; }
humanPrefab = value;
if (humanPrefab != null)
{
HumanPrefabHealthMultiplier = humanPrefab.HealthMultiplier;
if (GameMain.NetworkMember != null)
{
HumanPrefabHealthMultiplier *= humanPrefab.HealthMultiplierInMultiplayer;
}
}
else
{
HumanPrefabHealthMultiplier = 1.0f;
}
}
}
private CharacterTeamType teamID;
public CharacterTeamType TeamID
@@ -156,12 +178,12 @@ namespace Barotrauma
protected ActiveTeamChange currentTeamChange;
const string OriginalTeamIdentifier = "original";
public static void ThrowIfAccessingWalletsInSingleplayer()
private void ThrowIfAccessingWalletsInSingleplayer()
{
#if CLIENT && DEBUG
if (Screen.Selected is TestScreen) { return; }
#endif
if (GameMain.NetworkMember is null || GameMain.IsSingleplayer)
if ((GameMain.NetworkMember is null || GameMain.IsSingleplayer) && IsPlayer)
{
throw new InvalidOperationException($"Tried to access crew wallets in singleplayer. Use {nameof(CampaignMode)}.{nameof(CampaignMode.Bank)} or {nameof(CampaignMode)}.{nameof(CampaignMode.GetWallet)} instead.");
}
@@ -563,18 +585,35 @@ namespace Barotrauma
#if CLIENT
CharacterHealth.SetHealthBarVisibility(value == null);
#elif SERVER
if (value is { IsDead: true, Wallet: { Balance: var balance } grabbedWallet } && balance > 0)
#endif
bool isServerOrSingleplayer = GameMain.IsSingleplayer || GameMain.NetworkMember is { IsServer: true };
if (IsPlayer && isServerOrSingleplayer && value is { IsDead: true, Wallet: { Balance: var balance } grabbedWallet } && balance > 0)
{
if (GameMain.GameSession.Campaign is MultiPlayerCampaign mpCampaign)
#if SERVER
if (GameMain.GameSession.Campaign is MultiPlayerCampaign mpCampaign && GameMain.Server is { ServerSettings: { } settings })
{
mpCampaign.Bank.Give(balance);
switch (settings.LootedMoneyDestination)
{
case LootedMoneyDestination.Wallet when IsPlayer:
Wallet.Give(balance);
break;
default:
mpCampaign.Bank.Give(balance);
break;
}
}
grabbedWallet.Deduct(balance);
GameServer.Log($"{GameServer.CharacterLogName(this)} grabbed {value.Name}'s body and received {grabbedWallet.Balance} mk.", ServerLog.MessageType.Money);
}
#elif CLIENT
if (GameMain.GameSession.Campaign is SinglePlayerCampaign spCampaign)
{
spCampaign.Bank.Give(balance);
}
#endif
grabbedWallet.Deduct(balance);
}
}
}
@@ -1181,7 +1220,7 @@ namespace Barotrauma
CharacterHealth = new CharacterHealth(selectedHealthElement, this, limbHealthElement);
}
if (Params.Husk && speciesName != "husk")
if (Params.Husk && speciesName != "husk" && Prefab.VariantOf != "husk")
{
// Get the non husked name and find the ragdoll with it
var matchingAffliction = AfflictionPrefab.List
@@ -1381,7 +1420,7 @@ namespace Barotrauma
if (inputType == InputType.Up || inputType == InputType.Down ||
inputType == InputType.Left || inputType == InputType.Right)
{
var invertControls = CharacterHealth.GetAffliction("invertcontrols");
var invertControls = CharacterHealth.GetAfflictionOfType("invertcontrols".ToIdentifier());
if (invertControls != null)
{
switch (inputType)
@@ -1451,7 +1490,7 @@ namespace Barotrauma
foreach (Item item in Inventory.AllItems)
{
if (item?.Prefab.Identifier != "idcard") { continue; }
if (item?.GetComponent<IdCard>() == null) { continue; }
foreach (string s in spawnPoint.IdCardTags)
{
item.AddTag(s);
@@ -1643,14 +1682,9 @@ namespace Barotrauma
}
/// <summary>
/// Can be used to modify a character's health for runtime session. Change with AddHealthMultiplier
/// Health multiplier of the human prefab this character is an instance of (if any)
/// </summary>
public float StaticHealthMultiplier { get; private set; } = 1;
public void AddStaticHealthMultiplier(float newMultiplier)
{
StaticHealthMultiplier *= newMultiplier;
}
public float HumanPrefabHealthMultiplier { get; private set; } = 1;
/// <summary>
/// Speed reduction from the current limb specific damage. Min 0, max 1.
@@ -3976,7 +4010,10 @@ namespace Barotrauma
if (actionType != ActionType.OnDamaged && actionType != ActionType.OnSevered)
{
// OnDamaged is called only for the limb that is hit.
AnimController.Limbs.ForEach(l => l.ApplyStatusEffects(actionType, deltaTime));
foreach (Limb limb in AnimController.Limbs)
{
limb.ApplyStatusEffects(actionType, deltaTime);
}
}
//OnActive effects are handled by the afflictions themselves
if (actionType != ActionType.OnActive)
@@ -4826,21 +4863,21 @@ namespace Barotrauma
}
}
private readonly List<AbilityFlags> abilityFlags = new List<AbilityFlags>();
private AbilityFlags abilityFlags;
public void AddAbilityFlag(AbilityFlags abilityFlag)
{
abilityFlags.Add(abilityFlag);
abilityFlags |= abilityFlag;
}
public void RemoveAbilityFlag(AbilityFlags abilityFlag)
{
abilityFlags.Remove(abilityFlag);
abilityFlags &= ~abilityFlag;
}
public bool HasAbilityFlag(AbilityFlags abilityFlag)
{
return abilityFlags.Contains(abilityFlag) || CharacterHealth.HasFlag(abilityFlag);
return abilityFlags.HasFlag(abilityFlag) || CharacterHealth.HasFlag(abilityFlag);
}
private readonly Dictionary<Identifier, float> abilityResistances = new Dictionary<Identifier, float>();