Unstable 0.16.0.0
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@@ -269,6 +269,11 @@ namespace Barotrauma
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}
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}
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public float GetHeightFromFloor() => GetColliderBottom().Y - FloorY;
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// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
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public bool IsAboveFloor => GetHeightFromFloor() > -0.1f;
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public void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
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{
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useItemTimer = 0.5f;
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@@ -332,7 +337,7 @@ namespace Barotrauma
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aimingMelee = aimMelee;
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if (character.Stun > 0.0f || character.IsIncapacitated)
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{
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aim = false;
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aim = false;
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}
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//calculate the handle positions
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+43
-39
@@ -382,51 +382,55 @@ namespace Barotrauma
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mouthLimb.body.ApplyLinearImpulse(Vector2.UnitY * force * 2, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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mouthLimb.body.ApplyTorque(-force * 50);
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}
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var jaw = GetLimb(LimbType.Jaw);
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if (jaw != null)
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{
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jaw.body.ApplyTorque(-(float)Math.Sin(eatTimer * 150) * jaw.Mass * 25);
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}
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character.ApplyStatusEffects(ActionType.OnEating, deltaTime);
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float particleFrequency = MathHelper.Clamp(eatSpeed / 2, 0.02f, 0.5f);
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if (Rand.Value() < particleFrequency / 6)
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if (Character.CanEat)
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{
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target.AnimController.MainLimb.AddDamage(target.SimPosition, dmg, 0, 0, false);
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}
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if (Rand.Value() < particleFrequency)
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{
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target.AnimController.MainLimb.AddDamage(target.SimPosition, 0, dmg, 0, false);
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}
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if (eatTimer % 1.0f < 0.5f && (eatTimer - deltaTime * eatSpeed) % 1.0f > 0.5f)
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{
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static bool CanBeSevered(LimbJoint j) => !j.IsSevered && j.CanBeSevered && j.LimbA != null && !j.LimbA.IsSevered && j.LimbB != null && !j.LimbB.IsSevered;
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//keep severing joints until there is only one limb left
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var nonSeveredJoints = target.AnimController.LimbJoints.Where(CanBeSevered);
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if (nonSeveredJoints.None())
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var jaw = GetLimb(LimbType.Jaw);
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if (jaw != null)
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{
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//small monsters don't eat the contents of the character's inventory
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if (Mass < target.AnimController.Mass)
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{
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target.Inventory?.AllItemsMod.ForEach(it => it?.Drop(dropper: null));
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}
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//only one limb left, the character is now full eaten
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Entity.Spawner?.AddToRemoveQueue(target);
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if (Character.AIController is EnemyAIController enemyAi)
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{
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enemyAi.PetBehavior?.OnEat("dead", 1.0f);
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}
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character.SelectedCharacter = null;
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jaw.body.ApplyTorque(-(float)Math.Sin(eatTimer * 150) * jaw.Mass * 25);
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}
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else //sever a random joint
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character.ApplyStatusEffects(ActionType.OnEating, deltaTime);
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float particleFrequency = MathHelper.Clamp(eatSpeed / 2, 0.02f, 0.5f);
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if (Rand.Value() < particleFrequency / 6)
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{
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target.AnimController.SeverLimbJoint(nonSeveredJoints.GetRandom());
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target.AnimController.MainLimb.AddDamage(target.SimPosition, dmg, 0, 0, false);
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}
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}
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if (Rand.Value() < particleFrequency)
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{
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target.AnimController.MainLimb.AddDamage(target.SimPosition, 0, dmg, 0, false);
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}
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if (eatTimer % 1.0f < 0.5f && (eatTimer - deltaTime * eatSpeed) % 1.0f > 0.5f)
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{
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static bool CanBeSevered(LimbJoint j) => !j.IsSevered && j.CanBeSevered && j.LimbA != null && !j.LimbA.IsSevered && j.LimbB != null && !j.LimbB.IsSevered;
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//keep severing joints until there is only one limb left
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var nonSeveredJoints = target.AnimController.LimbJoints.Where(CanBeSevered);
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if (nonSeveredJoints.None())
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{
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//small monsters don't eat the contents of the character's inventory
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if (Mass < target.AnimController.Mass)
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{
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target.Inventory?.AllItemsMod.ForEach(it => it?.Drop(dropper: null));
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}
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//only one limb left, the character is now full eaten
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Entity.Spawner?.AddToRemoveQueue(target);
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if (Character.AIController is EnemyAIController enemyAi)
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{
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enemyAi.PetBehavior?.OnEat("dead", 1.0f);
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}
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character.SelectedCharacter = null;
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}
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else //sever a random joint
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{
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target.AnimController.SeverLimbJoint(nonSeveredJoints.GetRandom());
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}
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}
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}
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}
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else
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{
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+4
-4
@@ -808,7 +808,8 @@ namespace Barotrauma
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if (head == null) { return; }
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if (torso == null) { return; }
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if (currentHull != null)
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//check both hulls: the hull whose coordinate space the ragdoll is in, and the hull whose bounds the character's origin actually is inside
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if (currentHull != null && character.CurrentHull != null)
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{
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float surfacePos = currentHull.Surface;
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float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
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@@ -816,7 +817,7 @@ namespace Barotrauma
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//and use its water surface instead of the current hull's
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if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
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{
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GetSurfacePos(CurrentHull, ref surfacePos);
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GetSurfacePos(currentHull, ref surfacePos);
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void GetSurfacePos(Hull hull, ref float prevSurfacePos)
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{
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if (prevSurfacePos > surfaceThreshold) { return; }
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@@ -834,7 +835,7 @@ namespace Barotrauma
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foreach (var linkedTo in gap.linkedTo)
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{
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if (linkedTo is Hull otherHull && otherHull != hull)
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if (linkedTo is Hull otherHull && otherHull != hull && otherHull != currentHull)
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{
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prevSurfacePos = Math.Max(surfacePos, otherHull.Surface);
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GetSurfacePos(otherHull, ref prevSurfacePos);
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@@ -888,7 +889,6 @@ namespace Barotrauma
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
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Vector2 diff = (mousePos - torso.SimPosition) * Dir;
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TargetMovement = new Vector2(0.0f, -0.1f);
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float newRotation = MathUtils.VectorToAngle(diff);
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Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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}
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