v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -39,6 +39,12 @@ namespace Barotrauma.Items.Components
get;
private set;
}
[Serialize(true, true, description: "Is the item currently able to push characters around? True by default. Only valid if blocksplayers is set to true.")]
public bool CanPush
{
get;
set;
}
//the angle in which the Character holds the item
protected float holdAngle;
@@ -208,6 +214,7 @@ namespace Barotrauma.Items.Components
if (other.Body.UserData is Character character)
{
if (!IsActive) { return false; }
if (!CanPush) { return false; }
return character != picker;
}
else
@@ -436,6 +443,7 @@ namespace Barotrauma.Items.Components
}
else
{
//not attached -> pick the item instantly, ignoring picking time
return OnPicked(picker);
}
@@ -443,6 +451,10 @@ namespace Barotrauma.Items.Components
public override bool OnPicked(Character picker)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
return false;
}
if (base.OnPicked(picker))
{
DeattachFromWall();
@@ -62,6 +62,7 @@ namespace Barotrauma.Items.Components
{
if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
Attack.DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent());
}
item.IsShootable = true;
// TODO: should define this in xml if we have melee weapons that don't require aim to use
@@ -41,25 +41,25 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character character = null)
{
if (character == null || character.Removed) return false;
if (!character.IsKeyDown(InputType.Aim) || character.Stun > 0.0f) return false;
if (!character.IsKeyDown(InputType.Aim) || character.Stun > 0.0f) { return false; }
IsActive = true;
useState = 0.1f;
if (character.AnimController.InWater)
{
if (UsableIn == UseEnvironment.Air) return true;
if (UsableIn == UseEnvironment.Air) { return true; }
}
else
{
if (UsableIn == UseEnvironment.Water) return true;
if (UsableIn == UseEnvironment.Water) { return true; }
}
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
//move upwards if the cursor is at the position of the character
if (!MathUtils.IsValid(dir)) dir = Vector2.UnitY;
Vector2 propulsion = dir * Force;
Vector2 propulsion = dir * Force * character.PropulsionSpeedMultiplier;
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
@@ -12,7 +12,8 @@ namespace Barotrauma.Items.Components
{
partial class RangedWeapon : ItemComponent
{
private float reload, reloadTimer;
private float reload;
public float ReloadTimer { get; private set; }
private Vector2 barrelPos;
@@ -75,17 +76,17 @@ namespace Barotrauma.Items.Components
public override void Equip(Character character)
{
reloadTimer = Math.Min(reload, 1.0f);
ReloadTimer = Math.Min(reload, 1.0f);
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
reloadTimer -= deltaTime;
ReloadTimer -= deltaTime;
if (reloadTimer < 0.0f)
if (ReloadTimer < 0.0f)
{
reloadTimer = 0.0f;
ReloadTimer = 0.0f;
IsActive = false;
}
}
@@ -101,10 +102,10 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character character = null)
{
if (character == null || character.Removed) { return false; }
if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || reloadTimer > 0.0f) { return false; }
if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || ReloadTimer > 0.0f) { return false; }
IsActive = true;
reloadTimer = reload;
ReloadTimer = reload;
if (item.AiTarget != null)
{
@@ -796,7 +796,7 @@ namespace Barotrauma.Items.Components
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
if (leakFixed && leak.FlowTargetHull?.DisplayName != null)
if (leakFixed && leak.FlowTargetHull?.DisplayName != null && character.IsOnPlayerTeam)
{
if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
{
@@ -854,9 +854,11 @@ namespace Barotrauma.Items.Components
object value = property.GetValue(target);
if (door.Stuck > 0)
{
bool isCutting = effect.propertyEffects[i].GetType() == typeof(float) && (float)effect.propertyEffects[i] < 0;
var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White,
effect.propertyEffects[i].GetType() == typeof(float) && (float)effect.propertyEffects[i] < 0 ? "progressbar.cutting" : "progressbar.welding");
textTag: isCutting ? "progressbar.cutting" : "progressbar.welding");
if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
if (!isCutting) { HintManager.OnWeldingDoor(user, door); }
}
}
}