v0.1
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@@ -0,0 +1,99 @@
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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namespace Subsurface.Items.Components
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{
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class Throwable : Holdable
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{
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float throwForce;
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float throwPos;
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bool throwing;
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[HasDefaultValue(1.0f, false)]
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public float ThrowForce
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{
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get { return throwForce; }
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set { throwForce = value; }
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}
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public Throwable(Item item, XElement element)
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: base(item, element)
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{
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//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null) return false;
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if (!character.SecondaryKeyDown.State || throwing) return false;
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throwing = true;
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isActive = true;
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return true;
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}
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public override void SecondaryUse(float deltaTime, Character character = null)
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{
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if (throwing) return;
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throwPos = 0.25f;
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}
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public override void Drop(Character dropper)
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{
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base.Drop(dropper);
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throwing = false;
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throwPos = 0.0f;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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Update(deltaTime, cam);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) isActive = false;
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if (!picker.SecondaryKeyDown.State && !throwing) throwPos = 0.0f;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) Flip(item);
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AnimController ac = picker.AnimController;
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ac.HoldItem(deltaTime, cam, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, holdAngle);
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if (!throwing) return;
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throwPos += deltaTime*5.0f;
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Vector2 throwVector = ConvertUnits.ToSimUnits(picker.CursorPosition) - item.body.Position;
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throwVector = Vector2.Normalize(throwVector);
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if (handlePos[0]!=Vector2.Zero)
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{
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Limb leftHand = ac.GetLimb(LimbType.LeftHand);
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leftHand.body.ApplyForce(throwVector*10.0f);
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}
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if (handlePos[1] != Vector2.Zero)
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{
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Limb rightHand = ac.GetLimb(LimbType.RightHand);
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rightHand.body.ApplyForce(throwVector * 10.0f);
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}
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if (throwPos>1.0f)
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{
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item.Drop();
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item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
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}
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}
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}
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}
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