Merge branch 'master' of https://github.com/Regalis11/Barotrauma.git
This commit is contained in:
@@ -25,13 +25,32 @@ namespace Barotrauma
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partial class Item : MapEntity, IDamageable, IIgnorable, ISerializableEntity, IServerPositionSync, IClientSerializable
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{
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public static List<Item> ItemList = new List<Item>();
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private static readonly HashSet<Item> dangerousItems = new HashSet<Item>();
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public static IReadOnlyCollection<Item> DangerousItems { get { return dangerousItems; } }
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private static readonly List<Item> repairableItems = new List<Item>();
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/// <summary>
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/// Items that have one more more Repairable component
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/// </summary>
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public static IReadOnlyCollection<Item> RepairableItems => repairableItems;
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private static readonly List<Item> cleanableItems = new List<Item>();
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/// <summary>
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/// Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container)
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/// </summary>
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public static IReadOnlyCollection<Item> CleanableItems => cleanableItems;
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public new ItemPrefab Prefab => base.Prefab as ItemPrefab;
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public static bool ShowLinks = true;
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private readonly HashSet<Identifier> tags;
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private bool isWire, isLogic;
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private readonly bool isWire, isLogic;
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private Hull currentHull;
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public Hull CurrentHull
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@@ -116,7 +135,7 @@ namespace Barotrauma
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private readonly Quality qualityComponent;
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private readonly ConcurrentQueue<float> impactQueue = new ConcurrentQueue<float>();
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private ConcurrentQueue<float> impactQueue;
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//a dictionary containing lists of the status effects in all the components of the item
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private readonly bool[] hasStatusEffectsOfType;
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@@ -182,6 +201,7 @@ namespace Barotrauma
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if (value != container)
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{
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container = value;
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CheckCleanable();
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SetActiveSprite();
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}
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}
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@@ -263,24 +283,27 @@ namespace Barotrauma
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}
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}
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private float rotationRad;
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public float RotationRad { get; private set; }
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[ConditionallyEditable(ConditionallyEditable.ConditionType.AllowRotating, MinValueFloat = 0.0f, MaxValueFloat = 360.0f, DecimalCount = 1, ValueStep = 1f), Serialize(0.0f, IsPropertySaveable.Yes)]
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public float Rotation
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{
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get
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{
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return MathHelper.ToDegrees(rotationRad);
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return MathHelper.ToDegrees(RotationRad);
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}
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set
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{
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if (!Prefab.AllowRotatingInEditor) { return; }
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rotationRad = MathHelper.ToRadians(value);
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RotationRad = MathHelper.ToRadians(value);
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#if CLIENT
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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SetContainedItemPositions();
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GetComponent<LightComponent>()?.SetLightSourceTransform();
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foreach (var light in GetComponents<LightComponent>())
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{
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light.SetLightSourceTransform();
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}
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}
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#endif
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}
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@@ -473,9 +496,9 @@ namespace Barotrauma
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get { return spriteColor; }
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}
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public bool IsFullCondition => MathUtils.NearlyEqual(Condition, MaxCondition);
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public float MaxCondition => Prefab.Health * healthMultiplier * maxRepairConditionMultiplier * (1.0f + GetQualityModifier(Items.Components.Quality.StatType.Condition));
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public float ConditionPercentage => MathUtils.Percentage(Condition, MaxCondition);
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public bool IsFullCondition { get; private set; }
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public float MaxCondition { get; private set; }
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public float ConditionPercentage { get; private set; }
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private float offsetOnSelectedMultiplier = 1.0f;
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@@ -496,7 +519,8 @@ namespace Barotrauma
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{
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float prevConditionPercentage = ConditionPercentage;
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healthMultiplier = MathHelper.Clamp(value, 0.0f, float.PositiveInfinity);
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Condition = MaxCondition * prevConditionPercentage / 100.0f;
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condition = MaxCondition * prevConditionPercentage / 100.0f;
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RecalculateConditionValues();
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}
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}
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@@ -506,7 +530,11 @@ namespace Barotrauma
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public float MaxRepairConditionMultiplier
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{
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get => maxRepairConditionMultiplier;
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set { maxRepairConditionMultiplier = MathHelper.Clamp(value, 0.0f, float.PositiveInfinity); }
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set
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{
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maxRepairConditionMultiplier = MathHelper.Clamp(value, 0.0f, float.PositiveInfinity);
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RecalculateConditionValues();
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}
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}
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//the default value should be Prefab.Health, but because we can't use it in the attribute,
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@@ -807,7 +835,9 @@ namespace Barotrauma
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defaultRect = newRect;
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rect = newRect;
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condition = MaxCondition;
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condition = MaxCondition = Prefab.Health;
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ConditionPercentage = 100.0f;
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lastSentCondition = condition;
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AllowDeconstruct = itemPrefab.AllowDeconstruct;
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@@ -836,33 +866,35 @@ namespace Barotrauma
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var rand = new Random(ID);
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density = MathHelper.Lerp(minDensity, maxDensity, (float)rand.NextDouble());
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}
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body = new PhysicsBody(subElement, ConvertUnits.ToSimUnits(Position), Scale, density);
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string collisionCategory = subElement.GetAttributeString("collisioncategory", null);
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string collisionCategoryStr = subElement.GetAttributeString("collisioncategory", null);
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Category collisionCategory = Physics.CollisionItem;
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Category collidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform;
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if ((Prefab.DamagedByProjectiles || Prefab.DamagedByMeleeWeapons) && Condition > 0)
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{
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//force collision category to Character to allow projectiles and weapons to hit
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//(we could also do this by making the projectiles and weapons hit CollisionItem
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//and check if the collision should be ignored in the OnCollision callback, but
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//that'd make the hit detection more expensive because every item would be included)
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body.CollisionCategories = Physics.CollisionCharacter;
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body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform | Physics.CollisionProjectile;
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collisionCategory = Physics.CollisionCharacter;
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}
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if (collisionCategory != null)
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if (collisionCategoryStr != null)
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{
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if (!Physics.TryParseCollisionCategory(collisionCategory, out Category cat))
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if (!Physics.TryParseCollisionCategory(collisionCategoryStr, out Category cat))
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{
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DebugConsole.ThrowError("Invalid collision category in item \"" + Name+"\" (" + collisionCategory + ")");
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DebugConsole.ThrowError("Invalid collision category in item \"" + Name+"\" (" + collisionCategoryStr + ")");
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}
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else
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{
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body.CollisionCategories = cat;
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collisionCategory = cat;
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if (cat.HasFlag(Physics.CollisionCharacter))
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{
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body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform | Physics.CollisionProjectile;
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collisionCategory |= Physics.CollisionProjectile;
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}
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}
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}
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body = new PhysicsBody(subElement, ConvertUnits.ToSimUnits(Position), Scale, density, collisionCategory, collidesWith, findNewContacts: false);
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body.FarseerBody.AngularDamping = subElement.GetAttributeFloat("angulardamping", 0.2f);
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body.FarseerBody.LinearDamping = subElement.GetAttributeFloat("lineardamping", 0.1f);
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body.UserData = this;
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@@ -993,6 +1025,9 @@ namespace Barotrauma
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InsertToList();
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ItemList.Add(this);
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if (Prefab.IsDangerous) { dangerousItems.Add(this); }
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if (Repairables.Any()) { repairableItems.Add(this); }
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CheckCleanable();
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DebugConsole.Log("Created " + Name + " (" + ID + ")");
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@@ -1003,6 +1038,10 @@ namespace Barotrauma
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ApplyStatusEffects(ActionType.OnSpawn, 1.0f);
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Components.ForEach(c => c.ApplyStatusEffects(ActionType.OnSpawn, 1.0f));
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RecalculateConditionValues();
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#if CLIENT
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Submarine.ForceVisibilityRecheck();
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#endif
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}
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partial void InitProjSpecific();
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@@ -1085,17 +1124,16 @@ namespace Barotrauma
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component.OnActiveStateChanged += (bool isActive) =>
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{
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bool hasSounds = false;
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bool needsSoundUpdate = false;
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#if CLIENT
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hasSounds = component.HasSounds;
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needsSoundUpdate = component.NeedsSoundUpdate();
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#endif
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//component doesn't need to be updated if it isn't active, doesn't have a parent that could activate it,
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//nor status effects, sounds or conditionals that would need to run
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//nor sounds or conditionals that would need to run
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if (!isActive && !component.UpdateWhenInactive &&
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!hasSounds &&
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!needsSoundUpdate &&
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component.Parent == null &&
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(component.IsActiveConditionals == null || !component.IsActiveConditionals.Any()) &&
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(component.statusEffectLists == null || !component.statusEffectLists.Any()))
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(component.IsActiveConditionals == null || !component.IsActiveConditionals.Any()))
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{
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if (updateableComponents.Contains(component)) { updateableComponents.Remove(component); }
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}
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@@ -1132,6 +1170,7 @@ namespace Barotrauma
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drawableComponents.Add(drawable);
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hasComponentsToDraw = true;
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#if CLIENT
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Submarine.ForceVisibilityRecheck();
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cachedVisibleExtents = null;
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#endif
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}
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@@ -1185,7 +1224,6 @@ namespace Barotrauma
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public void RemoveContained(Item contained)
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{
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ownInventory?.RemoveItem(contained);
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contained.Container = null;
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}
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@@ -1264,12 +1302,28 @@ namespace Barotrauma
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partial void SetActiveSpriteProjSpecific();
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public override void Move(Vector2 amount)
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/// <summary>
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/// Recheck if the item needs to be included in the list of cleanable items
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/// </summary>
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public void CheckCleanable()
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{
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Move(amount, ignoreContacts: false);
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var pickable = GetComponent<Pickable>();
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if (pickable != null && !pickable.IsAttached &&
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Prefab.PreferredContainers.Any() &&
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(container == null || container.HasTag("allowcleanup")))
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{
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if (!cleanableItems.Contains(this))
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{
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cleanableItems.Add(this);
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}
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}
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else
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{
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cleanableItems.Remove(this);
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}
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}
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public void Move(Vector2 amount, bool ignoreContacts)
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public override void Move(Vector2 amount, bool ignoreContacts = false)
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{
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if (!MathUtils.IsValid(amount))
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{
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@@ -1292,7 +1346,7 @@ namespace Barotrauma
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}
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foreach (ItemComponent ic in components)
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{
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ic.Move(amount);
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ic.Move(amount, ignoreContacts);
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}
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if (body != null && (Submarine == null || !Submarine.Loading)) { FindHull(); }
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@@ -1498,6 +1552,11 @@ namespace Barotrauma
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public void ApplyStatusEffect(StatusEffect effect, ActionType type, float deltaTime, Character character = null, Limb limb = null, Entity useTarget = null, bool isNetworkEvent = false, bool checkCondition = true, Vector2? worldPosition = null)
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{
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if (effect.intervalTimer > 0.0f)
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{
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effect.intervalTimer -= deltaTime;
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return;
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}
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if (!isNetworkEvent && checkCondition)
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{
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if (condition == 0.0f && !effect.AllowWhenBroken && effect.type != ActionType.OnBroken) { return; }
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@@ -1617,6 +1676,10 @@ namespace Barotrauma
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bool wasInFullCondition = IsFullCondition;
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condition = MathHelper.Clamp(value, 0.0f, MaxCondition);
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if (MathUtils.NearlyEqual(prev, condition, epsilon: 0.000001f)) { return; }
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RecalculateConditionValues();
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if (condition == 0.0f && prev > 0.0f)
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{
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//Flag connections to be updated as device is broken
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@@ -1625,6 +1688,7 @@ namespace Barotrauma
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foreach (ItemComponent ic in components)
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{
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ic.PlaySound(ActionType.OnBroken);
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ic.StopSounds(ActionType.OnActive);
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}
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if (Screen.Selected == GameMain.SubEditorScreen) { return; }
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#endif
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@@ -1678,6 +1742,17 @@ namespace Barotrauma
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}
|
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}
|
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|
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/// <summary>
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/// Recalculates the item's maximum condition, condition percentage and whether it's in full condition.
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/// You generally never need to call this manually - done automatically when any of the factors that affect the values change.
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/// </summary>
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public void RecalculateConditionValues()
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{
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MaxCondition = Prefab.Health * healthMultiplier * maxRepairConditionMultiplier * (1.0f + GetQualityModifier(Items.Components.Quality.StatType.Condition));
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IsFullCondition = MathUtils.NearlyEqual(Condition, MaxCondition);
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ConditionPercentage = MathUtils.Percentage(Condition, MaxCondition);
|
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}
|
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|
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private bool IsInWater()
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{
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if (CurrentHull == null) { return true; }
|
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@@ -1706,12 +1781,8 @@ namespace Barotrauma
|
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|
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public override void Update(float deltaTime, Camera cam)
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{
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while (impactQueue.TryDequeue(out float impact))
|
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{
|
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HandleCollision(impact);
|
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}
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && (!Submarine?.Loading ?? true))
|
||||
#if SERVER
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if (!(Submarine is { Loading: true }))
|
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{
|
||||
sendConditionUpdateTimer -= deltaTime;
|
||||
if (conditionUpdatePending && sendConditionUpdateTimer <= 0.0f)
|
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@@ -1719,14 +1790,23 @@ namespace Barotrauma
|
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SendPendingNetworkUpdates();
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}
|
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}
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#endif
|
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|
||||
if (aiTarget != null)
|
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if (!isActive) { return; }
|
||||
|
||||
if (impactQueue != null)
|
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{
|
||||
while (impactQueue.TryDequeue(out float impact))
|
||||
{
|
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HandleCollision(impact);
|
||||
}
|
||||
}
|
||||
|
||||
if (aiTarget != null && aiTarget.NeedsUpdate)
|
||||
{
|
||||
aiTarget.Update(deltaTime);
|
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}
|
||||
|
||||
if (!isActive) { return; }
|
||||
|
||||
ApplyStatusEffects(ActionType.Always, deltaTime, character: (parentInventory as CharacterInventory)?.Owner as Character);
|
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ApplyStatusEffects(parentInventory == null ? ActionType.OnNotContained : ActionType.OnContained, deltaTime, character: (parentInventory as CharacterInventory)?.Owner as Character);
|
||||
|
||||
@@ -1827,7 +1907,10 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (updateableComponents.Count == 0 && !hasStatusEffectsOfType[(int)ActionType.Always] && (body == null || !body.Enabled))
|
||||
if (updateableComponents.Count == 0 &&
|
||||
(aiTarget == null || !aiTarget.NeedsUpdate) &&
|
||||
!hasStatusEffectsOfType[(int)ActionType.Always] &&
|
||||
(body == null || !body.Enabled))
|
||||
{
|
||||
#if CLIENT
|
||||
positionBuffer.Clear();
|
||||
@@ -1962,7 +2045,9 @@ namespace Barotrauma
|
||||
if (contact.FixtureA.Body == f1.Body) { normal = -normal; }
|
||||
float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
|
||||
|
||||
impactQueue ??= new ConcurrentQueue<float>();
|
||||
impactQueue.Enqueue(impact);
|
||||
isActive = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -2001,7 +2086,7 @@ namespace Barotrauma
|
||||
|
||||
if (Prefab.AllowRotatingInEditor)
|
||||
{
|
||||
rotationRad = MathUtils.WrapAngleTwoPi(-rotationRad);
|
||||
RotationRad = MathUtils.WrapAngleTwoPi(-RotationRad);
|
||||
}
|
||||
#if CLIENT
|
||||
if (Prefab.CanSpriteFlipX)
|
||||
@@ -2486,11 +2571,9 @@ namespace Barotrauma
|
||||
if (ic.Use(deltaTime, character))
|
||||
{
|
||||
ic.WasUsed = true;
|
||||
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnUse, character);
|
||||
ic.PlaySound(ActionType.OnUse, character);
|
||||
#endif
|
||||
|
||||
ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character, targetLimb);
|
||||
|
||||
if (ic.DeleteOnUse) { remove = true; }
|
||||
@@ -2524,11 +2607,9 @@ namespace Barotrauma
|
||||
if (ic.SecondaryUse(deltaTime, character))
|
||||
{
|
||||
ic.WasSecondaryUsed = true;
|
||||
|
||||
#if CLIENT
|
||||
ic.PlaySound(ActionType.OnSecondaryUse, character);
|
||||
#endif
|
||||
|
||||
ic.ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character);
|
||||
|
||||
if (ic.DeleteOnUse) { remove = true; }
|
||||
@@ -2675,6 +2756,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
SetContainedItemPositions();
|
||||
#if CLIENT
|
||||
Submarine.ForceVisibilityRecheck();
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Equip(Character character)
|
||||
@@ -2693,21 +2777,21 @@ namespace Barotrauma
|
||||
foreach (ItemComponent ic in components) { ic.Unequip(character); }
|
||||
}
|
||||
|
||||
public List<Pair<object, SerializableProperty>> GetProperties<T>()
|
||||
public List<(object obj, SerializableProperty property)> GetProperties<T>()
|
||||
{
|
||||
List<Pair<object, SerializableProperty>> allProperties = new List<Pair<object, SerializableProperty>>();
|
||||
List<(object obj, SerializableProperty property)> allProperties = new List<(object obj, SerializableProperty property)>();
|
||||
|
||||
List<SerializableProperty> itemProperties = SerializableProperty.GetProperties<T>(this);
|
||||
foreach (var itemProperty in itemProperties)
|
||||
{
|
||||
allProperties.Add(new Pair<object, SerializableProperty>(this, itemProperty));
|
||||
allProperties.Add((this, itemProperty));
|
||||
}
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
List<SerializableProperty> componentProperties = SerializableProperty.GetProperties<T>(ic);
|
||||
foreach (var componentProperty in componentProperties)
|
||||
{
|
||||
allProperties.Add(new Pair<object, SerializableProperty>(ic, componentProperty));
|
||||
allProperties.Add((ic, componentProperty));
|
||||
}
|
||||
}
|
||||
return allProperties;
|
||||
@@ -2721,13 +2805,13 @@ namespace Barotrauma
|
||||
SerializableProperty property = extraData.SerializableProperty;
|
||||
if (property != null)
|
||||
{
|
||||
var propertyOwner = allProperties.Find(p => p.Second == property);
|
||||
var propertyOwner = allProperties.Find(p => p.property == property);
|
||||
if (allProperties.Count > 1)
|
||||
{
|
||||
msg.Write((byte)allProperties.FindIndex(p => p.Second == property));
|
||||
msg.Write((byte)allProperties.FindIndex(p => p.property == property));
|
||||
}
|
||||
|
||||
object value = property.GetValue(propertyOwner.First);
|
||||
object value = property.GetValue(propertyOwner.obj);
|
||||
if (value is string stringVal)
|
||||
{
|
||||
msg.Write(stringVal);
|
||||
@@ -2808,7 +2892,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private List<Pair<object, SerializableProperty>> GetInGameEditableProperties(bool ignoreConditions = false)
|
||||
private List<(object obj, SerializableProperty property)> GetInGameEditableProperties(bool ignoreConditions = false)
|
||||
{
|
||||
if (ignoreConditions)
|
||||
{
|
||||
@@ -2817,7 +2901,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
return GetProperties<ConditionallyEditable>()
|
||||
.Where(ce => ce.Second.GetAttribute<ConditionallyEditable>().IsEditable(this))
|
||||
.Where(ce => ce.property.GetAttribute<ConditionallyEditable>().IsEditable(this))
|
||||
.Union(GetProperties<InGameEditable>()).ToList();
|
||||
}
|
||||
}
|
||||
@@ -2836,8 +2920,8 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
bool allowEditing = true;
|
||||
object parentObject = allProperties[propertyIndex].First;
|
||||
SerializableProperty property = allProperties[propertyIndex].Second;
|
||||
object parentObject = allProperties[propertyIndex].obj;
|
||||
SerializableProperty property = allProperties[propertyIndex].property;
|
||||
if (inGameEditableOnly && parentObject is ItemComponent ic)
|
||||
{
|
||||
if (!ic.AllowInGameEditing) { allowEditing = false; }
|
||||
@@ -3170,12 +3254,12 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 oldRelativeOrigin = (oldPrefab.SwappableItem.SwapOrigin - oldPrefab.Size / 2) * element.GetAttributeFloat(item.scale, "scale", "Scale");
|
||||
oldRelativeOrigin.Y = -oldRelativeOrigin.Y;
|
||||
oldRelativeOrigin = MathUtils.RotatePoint(oldRelativeOrigin, -item.rotationRad);
|
||||
oldRelativeOrigin = MathUtils.RotatePoint(oldRelativeOrigin, -item.RotationRad);
|
||||
Vector2 oldOrigin = centerPos + oldRelativeOrigin;
|
||||
|
||||
Vector2 relativeOrigin = (prefab.SwappableItem.SwapOrigin - prefab.Size / 2) * item.Scale;
|
||||
relativeOrigin.Y = -relativeOrigin.Y;
|
||||
relativeOrigin = MathUtils.RotatePoint(relativeOrigin, -item.rotationRad);
|
||||
relativeOrigin = MathUtils.RotatePoint(relativeOrigin, -item.RotationRad);
|
||||
Vector2 origin = new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2) + relativeOrigin;
|
||||
|
||||
item.rect.Location -= (origin - oldOrigin).ToPoint();
|
||||
@@ -3211,11 +3295,20 @@ namespace Barotrauma
|
||||
item.condition = MathHelper.Clamp(condition, 0, item.MaxCondition);
|
||||
item.lastSentCondition = item.condition;
|
||||
|
||||
item.RecalculateConditionValues();
|
||||
item.SetActiveSprite();
|
||||
|
||||
if (submarine?.Info.GameVersion != null)
|
||||
Version savedVersion = submarine?.Info.GameVersion;
|
||||
if (element.Document?.Root != null && element.Document.Root.Name.ToString().Equals("gamesession", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
SerializableProperty.UpgradeGameVersion(item, item.Prefab.ConfigElement, submarine.Info.GameVersion);
|
||||
//character inventories are loaded from the game session file - use the version number of the saved game session instead of the sub
|
||||
//(the sub may have already been saved and up-to-date, even though the character inventories aren't)
|
||||
savedVersion = new Version(element.Document.Root.GetAttributeString("version", "0.0.0.0"));
|
||||
}
|
||||
|
||||
if (savedVersion != null)
|
||||
{
|
||||
SerializableProperty.UpgradeGameVersion(item, item.Prefab.ConfigElement, savedVersion);
|
||||
}
|
||||
|
||||
foreach (ItemComponent component in item.components)
|
||||
@@ -3335,7 +3428,7 @@ namespace Barotrauma
|
||||
{
|
||||
ic.ShallowRemove();
|
||||
}
|
||||
ItemList.Remove(this);
|
||||
RemoveFromLists();
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
@@ -3395,7 +3488,8 @@ namespace Barotrauma
|
||||
ic.GuiFrame = null;
|
||||
#endif
|
||||
}
|
||||
ItemList.Remove(this);
|
||||
|
||||
RemoveFromLists();
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
@@ -3430,6 +3524,14 @@ namespace Barotrauma
|
||||
GameMain.LuaCs.Hook.Call("item.removed", this);
|
||||
}
|
||||
|
||||
private void RemoveFromLists()
|
||||
{
|
||||
ItemList.Remove(this);
|
||||
dangerousItems.Remove(this);
|
||||
repairableItems.Remove(this);
|
||||
cleanableItems.Remove(this);
|
||||
}
|
||||
|
||||
partial void RemoveProjSpecific();
|
||||
|
||||
public static void RemoveByPrefab(ItemPrefab prefab)
|
||||
|
||||
Reference in New Issue
Block a user