Unstable 0.1400.0.0
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+27
-1
@@ -21,6 +21,12 @@ namespace Barotrauma
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private List<LevelObject> updateableObjects;
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private List<LevelObject>[,] objectGrid;
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public float GlobalForceDecreaseTimer
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{
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get;
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private set;
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}
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public LevelObjectManager() : base(null, Entity.NullEntityID)
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{
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}
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@@ -133,10 +139,24 @@ namespace Barotrauma
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suitableSpawnPositions.Add(prefab,
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availableSpawnPositions.Where(sp =>
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sp.SpawnPosTypes.Any(type => prefab.SpawnPos.HasFlag(type)) &&
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sp.Length >= prefab.MinSurfaceWidth &&
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sp.Length >= prefab.MinSurfaceWidth &&
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(prefab.AllowAtStart || !closeToStart(sp.GraphEdge.Center)) &&
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(prefab.AllowAtEnd || !closeToEnd(sp.GraphEdge.Center)) &&
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(sp.Alignment == Alignment.Any || prefab.Alignment.HasFlag(sp.Alignment))).ToList());
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spawnPositionWeights.Add(prefab,
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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bool closeToStart(Vector2 position)
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{
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float minDist = level.Size.X * 0.2f;
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return MathUtils.LineSegmentToPointDistanceSquared(level.StartPosition.ToPoint(), level.StartExitPosition.ToPoint(), position.ToPoint()) < minDist * minDist;
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}
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bool closeToEnd(Vector2 position)
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{
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float minDist = level.Size.X * 0.2f;
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return MathUtils.LineSegmentToPointDistanceSquared(level.EndPosition.ToPoint(), level.EndExitPosition.ToPoint(), position.ToPoint()) < minDist * minDist;
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}
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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@@ -484,6 +504,12 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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GlobalForceDecreaseTimer += deltaTime;
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if (GlobalForceDecreaseTimer > 1000000.0f)
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{
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GlobalForceDecreaseTimer = 0.0f;
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}
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foreach (LevelObject obj in updateableObjects)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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