Melee weapons (+ stun baton), improved throw animation, new damage sound effects
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@@ -549,7 +549,7 @@ namespace Subsurface
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if (GetInputState(InputType.ActionHeld)) selectedConstruction.Use(deltaTime, this);
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if (GetInputState(InputType.SecondaryHeld)) selectedConstruction.SecondaryUse(deltaTime, this);
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}
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if (IsNetworkPlayer)
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{
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foreach (Key key in keys)
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@@ -920,9 +920,6 @@ namespace Subsurface
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private void Implode()
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{
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Limb torso= AnimController.GetLimb(LimbType.Torso);
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if (torso == null) torso = AnimController.GetLimb(LimbType.Head);
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Vector2 centerOfMass = AnimController.GetCenterOfMass();
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health = 0.0f;
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@@ -935,17 +932,17 @@ namespace Subsurface
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// limb.Damage = 100.0f;
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}
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AmbientSoundManager.PlayDamageSound(DamageSoundType.Implode, 50.0f, torso.body.FarseerBody);
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AmbientSoundManager.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.RefLimb.body.FarseerBody);
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for (int i = 0; i < 10; i++)
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{
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Particle p = Game1.ParticleManager.CreateParticle("waterblood",
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torso.Position + new Vector2(Rand.Range(-50f, 50f), Rand.Range(-50f, 50f)),
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centerOfMass + Rand.Vector(50.0f),
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Vector2.Zero);
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if (p!=null) p.Size *= 2.0f;
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Game1.ParticleManager.CreateParticle("bubbles",
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torso.SimPosition,
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centerOfMass + Rand.Vector(50.0f),
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new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f,50f)));
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}
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@@ -1083,8 +1080,8 @@ namespace Subsurface
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int i = 0;
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foreach (Limb limb in AnimController.limbs)
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{
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message.Write(limb.body.Position.X);
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message.Write(limb.body.Position.Y);
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message.Write(limb.body.SimPosition.X);
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message.Write(limb.body.SimPosition.Y);
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//message.Write(limb.body.LinearVelocity.X);
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//message.Write(limb.body.LinearVelocity.Y);
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@@ -1103,8 +1100,8 @@ namespace Subsurface
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}
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else
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{
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message.Write(AnimController.RefLimb.Position.X);
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message.Write(AnimController.RefLimb.Position.Y);
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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LargeUpdateTimer = Math.Max(0, LargeUpdateTimer-1);
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}
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