Renamed project folders from Subsurface to Barotrauma
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Particles;
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namespace Barotrauma.Items.Components
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{
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class Propulsion : ItemComponent
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{
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private float force;
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private string particles;
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private float useState;
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private ParticlePrefab.DrawTargetType usableIn;
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[HasDefaultValue(0.0f, false)]
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public float Force
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{
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get { return force; }
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set { force = value; }
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}
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[HasDefaultValue("", false)]
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public string Particles
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{
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get { return particles; }
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set { particles = value; }
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}
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public Propulsion(Item item, XElement element)
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: base(item,element)
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{
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switch (ToolBox.GetAttributeString(element, "usablein", "both").ToLowerInvariant())
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{
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case "air":
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usableIn = ParticlePrefab.DrawTargetType.Air;
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break;
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case "water":
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usableIn = ParticlePrefab.DrawTargetType.Water;
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break;
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case "both":
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default:
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usableIn = ParticlePrefab.DrawTargetType.Both;
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break;
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}
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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.IsKeyDown(InputType.Aim) || character.Stun>0.0f) return false;
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IsActive = true;
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useState = 0.1f;
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if (character.AnimController.InWater)
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{
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if (usableIn == ParticlePrefab.DrawTargetType.Air) return true;
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}
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else
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{
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if (usableIn == ParticlePrefab.DrawTargetType.Water) return true;
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}
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Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
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Vector2 propulsion = dir * force;
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if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
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limb.body.ApplyForce(propulsion);
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}
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character.AnimController.Collider.ApplyForce(propulsion);
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if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
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if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
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if (!string.IsNullOrWhiteSpace(particles))
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{
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GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition,
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item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), 0.0f, item.CurrentHull);
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}
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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useState -= deltaTime;
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if (useState <= 0.0f) IsActive = false;
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}
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}
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}
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