Merge remote-tracking branch 'upstream/dev' into develop
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@@ -214,8 +214,9 @@ namespace Barotrauma.Items.Components
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bool aim = item.RequireAimToUse && picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
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if (aim)
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{
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UpdateSwingPos(deltaTime, out Vector2 swingPos);
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
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ac.HoldItem(deltaTime, item, handlePos, aimPos + swingPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
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if (ac.InWater)
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{
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ac.LockFlippingUntil = (float)Timing.TotalTime + Reload;
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@@ -314,6 +315,7 @@ namespace Barotrauma.Items.Components
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if (f2.Body.UserData is Limb targetLimb)
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{
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if (targetLimb.IsSevered || targetLimb.character == null || targetLimb.character == User) { return false; }
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if (targetLimb.character.IgnoreMeleeWeapons) { return false; }
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var targetCharacter = targetLimb.character;
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if (targetCharacter == picker) { return false; }
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if (AllowHitMultiple)
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@@ -329,6 +331,7 @@ namespace Barotrauma.Items.Components
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else if (f2.Body.UserData is Character targetCharacter)
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{
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if (targetCharacter == picker || targetCharacter == User) { return false; }
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if (targetCharacter.IgnoreMeleeWeapons) { return false; }
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targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
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if (AllowHitMultiple)
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{
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@@ -392,37 +395,38 @@ namespace Barotrauma.Items.Components
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float damageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
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damageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.StrikingPowerMultiplier);
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Character user = User;
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Limb targetLimb = target.UserData as Limb;
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Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
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GameMain.LuaCs.Hook.Call("meleeWeapon.handleImpact", this, target);
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if (Attack != null)
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{
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Attack.SetUser(User);
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Attack.SetUser(user);
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Attack.DamageMultiplier = damageMultiplier;
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if (targetLimb != null)
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{
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if (targetLimb.character.Removed) { return; }
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targetLimb.character.LastDamageSource = item;
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Attack.DoDamageToLimb(User, targetLimb, item.WorldPosition, 1.0f);
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Attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f);
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}
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else if (targetCharacter != null)
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{
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if (targetCharacter.Removed) { return; }
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targetCharacter.LastDamageSource = item;
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Attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
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Attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
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}
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else if ((target.UserData as Structure ?? targetFixture.UserData as Structure) is Structure targetStructure)
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{
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if (targetStructure.Removed) { return; }
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Attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
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Attack.DoDamage(user, targetStructure, item.WorldPosition, 1.0f);
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}
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else if (target.UserData is Item targetItem && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
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{
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if (targetItem.Removed) { return; }
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var attackResult = Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
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var attackResult = Attack.DoDamage(user, targetItem, item.WorldPosition, 1.0f);
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#if CLIENT
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if (attackResult.Damage > 0.0f)
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if (attackResult.Damage > 0.0f && targetItem.Prefab.ShowHealthBar)
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{
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Character.Controlled?.UpdateHUDProgressBar(targetItem,
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targetItem.WorldPosition,
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@@ -436,7 +440,7 @@ namespace Barotrauma.Items.Components
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else if (target.UserData is Holdable holdable && holdable.CanPush)
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{
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if (holdable.Item.Removed) { return; }
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Attack.DoDamage(User, holdable.Item, item.WorldPosition, 1.0f);
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Attack.DoDamage(user, holdable.Item, item.WorldPosition, 1.0f);
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RestoreCollision();
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hitting = false;
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User = null;
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@@ -449,29 +453,32 @@ namespace Barotrauma.Items.Components
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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bool success = Rand.Range(0.0f, 0.5f) < DegreeOfSuccess(User);
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#if SERVER
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if (GameMain.Server != null && targetCharacter != null) //TODO: Log structure hits
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ActionType conditionalActionType = ActionType.OnSuccess;
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if (user != null && Rand.Range(0.0f, 0.5f) > DegreeOfSuccess(user))
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{
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GameMain.Server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(
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success ? ActionType.OnUse : ActionType.OnFailure,
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targetItemComponent: null,
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targetCharacter, targetLimb));
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string logStr = picker?.LogName + " used " + item.Name;
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if (item.ContainedItems != null && item.ContainedItems.Any())
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{
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logStr += " (" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
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}
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logStr += " on " + targetCharacter.LogName + ".";
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Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
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conditionalActionType = ActionType.OnFailure;
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}
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if (GameMain.NetworkMember is { IsServer: true } server && targetCharacter != null)
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{
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: null, targetCharacter, targetLimb));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: null, targetCharacter, targetLimb));
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#if SERVER
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if (GameMain.Server != null) //TODO: Log structure hits
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{
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string logStr = picker?.LogName + " used " + item.Name;
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if (item.ContainedItems != null && item.ContainedItems.Any())
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{
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logStr += " (" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
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}
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logStr += " on " + targetCharacter.LogName + ".";
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Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
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}
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#endif
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}
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#endif
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if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
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{
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ApplyStatusEffects(success ? ActionType.OnUse : ActionType.OnFailure, 1.0f, targetCharacter, targetLimb, user: User, afflictionMultiplier: damageMultiplier);
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ApplyStatusEffects(conditionalActionType, 1.0f, targetCharacter, targetLimb, user: user, afflictionMultiplier: damageMultiplier);
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ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: user, afflictionMultiplier: damageMultiplier);
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}
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if (DeleteOnUse)
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