Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,584 @@
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using System;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using Barotrauma.Lights;
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using System.Linq;
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using System.IO;
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namespace Barotrauma
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{
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public enum LimbType
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{
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None, LeftHand, RightHand, LeftArm, RightArm,
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LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist
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};
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class Limb
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{
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private const float LimbDensity = 15;
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private const float LimbAngularDamping = 7;
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public readonly Character character;
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//the physics body of the limb
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public PhysicsBody body;
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private readonly int refJointIndex;
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private readonly float steerForce;
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private readonly bool doesFlip;
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protected readonly Vector2 stepOffset;
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public Sprite sprite, damagedSprite;
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public bool inWater;
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public FixedMouseJoint pullJoint;
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public readonly Lights.LightSource LightSource;
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public readonly LimbType type;
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public readonly bool ignoreCollisions;
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private float damage, burnt;
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private readonly Vector2 armorSector;
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private readonly float armorValue;
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Sound hitSound;
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//a timer for delaying when a hitsound/attacksound can be played again
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public float soundTimer;
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public const float SoundInterval = 0.4f;
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public readonly Attack attack;
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private Direction dir;
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private List<WearableSprite> wearingItems;
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private Vector2 animTargetPos;
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public bool DoesFlip
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{
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get { return doesFlip; }
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}
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public Vector2 WorldPosition
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{
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get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(body.SimPosition); }
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}
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public Vector2 SimPosition
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{
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get { return body.SimPosition; }
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}
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public float Rotation
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{
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get { return body.Rotation; }
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}
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//where an animcontroller is trying to pull the limb, only used for debug visualization
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public Vector2 AnimTargetPos
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{
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get { return animTargetPos; }
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}
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public float SteerForce
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{
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get { return steerForce; }
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}
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public float Mass
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{
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get { return body.Mass; }
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}
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public bool Disabled { get; set; }
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public Sound HitSound
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{
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get { return hitSound; }
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}
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public Vector2 LinearVelocity
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{
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get { return body.LinearVelocity; }
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}
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public float Dir
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{
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get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
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set { dir = (value==-1.0f) ? Direction.Left : Direction.Right; }
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}
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public int RefJointIndex
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{
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get { return refJointIndex; }
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}
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public Vector2 StepOffset
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{
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get { return stepOffset; }
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}
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public float Burnt
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{
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get { return burnt; }
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set { burnt = MathHelper.Clamp(value,0.0f,100.0f); }
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}
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private float scale;
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public float AttackTimer;
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//public float Damage
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//{
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// get { return damage; }
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// set
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// {
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// damage = Math.Max(value, 0.0f);
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// if (damage >=maxHealth) Character.Kill();
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// }
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//}
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//public float MaxHealth
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//{
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// get { return maxHealth; }
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//}
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//public float Bleeding
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//{
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// get { return bleeding; }
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// set { bleeding = MathHelper.Clamp(value, 0.0f, 100.0f); }
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//}
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public List<WearableSprite> WearingItems
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{
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get { return wearingItems; }
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set { wearingItems = value; }
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}
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//public WearableSprite WearingItemSprite
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//{
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// get { return wearingItemSprite; }
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// set { wearingItemSprite = value; }
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//}
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public Limb (Character character, XElement element, float scale = 1.0f)
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{
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this.character = character;
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WearingItems = new List<WearableSprite>();
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dir = Direction.Right;
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doesFlip = ToolBox.GetAttributeBool(element, "flip", false);
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this.scale = scale;
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body = new PhysicsBody(element, scale);
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if (ToolBox.GetAttributeBool(element, "ignorecollisions", false))
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{
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body.CollisionCategories = Category.None;
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body.CollidesWith = Category.None;
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ignoreCollisions = true;
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}
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else
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{
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//limbs don't collide with each other
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body.CollisionCategories = Physics.CollisionCharacter;
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body.CollidesWith = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionItem;
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}
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body.UserData = this;
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refJointIndex = -1;
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Vector2 pullJointPos = Vector2.Zero;
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if (element.Attribute("type") != null)
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{
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try
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{
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type = (LimbType)Enum.Parse(typeof(LimbType), element.Attribute("type").Value, true);
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}
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catch
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{
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type = LimbType.None;
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DebugConsole.ThrowError("Error in "+element+"! \""+element.Attribute("type").Value+"\" is not a valid limb type");
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}
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pullJointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale;
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pullJointPos = ConvertUnits.ToSimUnits(pullJointPos);
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stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.Zero) * scale;
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stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1);
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}
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else
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{
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type = LimbType.None;
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}
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pullJoint = new FixedMouseJoint(body.FarseerBody, pullJointPos);
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pullJoint.Enabled = false;
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pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass;
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GameMain.World.AddJoint(pullJoint);
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steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
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//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
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armorSector = ToolBox.GetAttributeVector2(element, "armorsector", Vector2.Zero);
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armorSector.X = MathHelper.ToRadians(armorSector.X);
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armorSector.Y = MathHelper.ToRadians(armorSector.Y);
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armorValue = Math.Max(ToolBox.GetAttributeFloat(element, "armor", 0.0f), 0.0f);
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body.BodyType = BodyType.Dynamic;
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body.FarseerBody.AngularDamping = LimbAngularDamping;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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string spritePath = subElement.Attribute("texture").Value;
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string spritePathWithTags = spritePath;
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if (character.Info != null)
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{
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spritePath = spritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : "");
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spritePath = spritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString());
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if (character.Info.HeadSprite != null && character.Info.SpriteTags.Any())
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{
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string tags = "";
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character.Info.SpriteTags.ForEach(tag => tags += "[" + tag + "]");
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spritePathWithTags = Path.Combine(
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Path.GetDirectoryName(spritePath),
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Path.GetFileNameWithoutExtension(spritePath) + tags + Path.GetExtension(spritePath));
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}
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}
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if (File.Exists(spritePathWithTags))
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{
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sprite = new Sprite(subElement, "", spritePathWithTags);
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}
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else
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{
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sprite = new Sprite(subElement, "", spritePath);
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}
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break;
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case "damagedsprite":
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string damagedSpritePath = subElement.Attribute("texture").Value;
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if (character.Info != null)
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{
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damagedSpritePath = damagedSpritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : "");
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damagedSpritePath = damagedSpritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString());
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}
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damagedSprite = new Sprite(subElement, "", damagedSpritePath);
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break;
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case "lightsource":
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LightSource = new LightSource(subElement);
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break;
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case "attack":
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attack = new Attack(subElement);
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break;
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case "sound":
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hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", ""));
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break;
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}
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}
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}
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public void MoveToPos(Vector2 pos, float force, bool pullFromCenter=false)
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{
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Vector2 pullPos = body.SimPosition;
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if (pullJoint!=null && !pullFromCenter)
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{
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pullPos = pullJoint.WorldAnchorA;
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}
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animTargetPos = pos;
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body.MoveToPos(pos, force, pullPos);
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}
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public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound)
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{
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DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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bool hitArmor = false;
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float totalArmorValue = 0.0f;
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if (armorValue>0.0f && SectorHit(armorSector, position))
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{
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hitArmor = true;
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totalArmorValue += armorValue;
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}
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foreach (WearableSprite wearable in wearingItems)
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{
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if (wearable.WearableComponent.ArmorValue > 0.0f &&
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SectorHit(wearable.WearableComponent.ArmorSectorLimits, position))
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{
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hitArmor = true;
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totalArmorValue += wearable.WearableComponent.ArmorValue;
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}
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}
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if (hitArmor)
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{
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totalArmorValue = Math.Max(totalArmorValue, 0.0f);
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damageSoundType = DamageSoundType.LimbArmor;
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amount = Math.Max(0.0f, amount - totalArmorValue);
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bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue);
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}
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if (playSound)
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{
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SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
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}
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//Bleeding += bleedingAmount;
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//Damage += amount;
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float bloodAmount = hitArmor || bleedingAmount<=0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
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for (int i = 0; i < bloodAmount; i++)
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{
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Vector2 particleVel = SimPosition - position;
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if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
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GameMain.ParticleManager.CreateParticle("blood",
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WorldPosition,
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particleVel * Rand.Range(100.0f, 300.0f), 0.0f, character.AnimController.CurrentHull);
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}
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for (int i = 0; i < bloodAmount / 2; i++)
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{
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GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
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}
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damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f;
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return new AttackResult(amount, bleedingAmount, hitArmor);
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}
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public bool SectorHit(Vector2 armorSector, Vector2 simPosition)
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{
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if (armorSector == Vector2.Zero) return false;
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float rot = body.Rotation;
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if (Dir == -1) rot -= MathHelper.Pi;
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Vector2 armorLimits = new Vector2(rot - armorSector.X * Dir, rot - armorSector.Y * Dir);
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float mid = (armorLimits.X + armorLimits.Y) / 2.0f;
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float angleDiff = MathUtils.GetShortestAngle(MathUtils.VectorToAngle(simPosition - SimPosition), mid);
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return (Math.Abs(angleDiff) < (armorSector.Y - armorSector.X) / 2.0f);
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}
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public void Update(float deltaTime)
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{
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if (LightSource != null)
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{
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LightSource.ParentSub = body.Submarine;
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}
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if (!character.IsDead) damage = Math.Max(0.0f, damage-deltaTime*0.1f);
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if (burnt > 0.0f) Burnt -= deltaTime;
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if (LinearVelocity.X > 500.0f)
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{
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//DebugConsole.ThrowError("CHARACTER EXPLODED");
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body.ResetDynamics();
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body.SetTransform(character.SimPosition, 0.0f);
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}
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if (inWater)
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{
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body.ApplyWaterForces();
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}
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if (character.IsDead) return;
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soundTimer -= deltaTime;
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//if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding)
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//{
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// Game1.particleManager.CreateParticle(
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// !inWater ? "blood" : "waterblood",
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// SimPosition, Vector2.Zero);
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//}
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}
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public void ActivateDamagedSprite()
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{
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damage = 100.0f;
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}
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public void UpdateAttack(float deltaTime, Vector2 attackPosition, IDamageable damageTarget)
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{
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float dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackPosition));
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AttackTimer += deltaTime;
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body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
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if (dist < attack.Range * 0.5f)
|
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{
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if (AttackTimer >= attack.Duration && damageTarget != null)
|
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{
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attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, (soundTimer <= 0.0f));
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soundTimer = Limb.SoundInterval;
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}
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}
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Vector2 diff = attackPosition - SimPosition;
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if (diff.LengthSquared() > 0.00001f)
|
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{
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Vector2 pos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
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body.ApplyLinearImpulse(Mass * attack.Force *
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Vector2.Normalize(attackPosition - SimPosition), pos);
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}
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}
|
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public void Draw(SpriteBatch spriteBatch)
|
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{
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float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
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Color color = new Color(brightness, brightness, brightness);
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body.Dir = Dir;
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bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
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|
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if (!hideLimb)
|
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{
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body.Draw(spriteBatch, sprite, color, null, scale);
|
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}
|
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else
|
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{
|
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body.UpdateDrawPosition();
|
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}
|
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|
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if (LightSource != null)
|
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{
|
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LightSource.Position = body.DrawPosition;
|
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}
|
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|
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foreach (WearableSprite wearable in wearingItems)
|
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{
|
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
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|
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Vector2 origin = wearable.Sprite.Origin;
|
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if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
|
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|
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float depth = sprite.Depth - 0.000001f;
|
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|
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if (wearable.DepthLimb != LimbType.None)
|
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{
|
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Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
|
||||
if (depthLimb != null)
|
||||
{
|
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depth = depthLimb.sprite.Depth - 0.000001f;
|
||||
}
|
||||
}
|
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|
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wearable.Sprite.Draw(spriteBatch,
|
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
color, origin,
|
||||
-body.DrawRotation,
|
||||
scale, spriteEffect, depth);
|
||||
}
|
||||
|
||||
if (damage > 0.0f && damagedSprite != null && !hideLimb)
|
||||
{
|
||||
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
float depth = sprite.Depth - 0.0000015f;
|
||||
|
||||
damagedSprite.Draw(spriteBatch,
|
||||
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
|
||||
-body.DrawRotation,
|
||||
1.0f, spriteEffect, depth);
|
||||
}
|
||||
|
||||
if (!GameMain.DebugDraw) return;
|
||||
|
||||
if (pullJoint != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
if (sprite != null)
|
||||
{
|
||||
sprite.Remove();
|
||||
sprite = null;
|
||||
}
|
||||
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.Remove();
|
||||
}
|
||||
if (damagedSprite != null)
|
||||
{
|
||||
damagedSprite.Remove();
|
||||
damagedSprite = null;
|
||||
}
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
body.Remove();
|
||||
body = null;
|
||||
}
|
||||
|
||||
if (hitSound != null)
|
||||
{
|
||||
hitSound.Remove();
|
||||
hitSound = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user