Merge remote-tracking branch 'origin/master' into dev
# Conflicts: # Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs # Barotrauma/BarotraumaClient/ClientSource/Events/EventManager.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/CrewManagement.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/MedicalClinicUI.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/SubmarineSelection.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/MultiPlayerCampaign.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/RoundSummary.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Door.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/Fabricator.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/ConvexHull.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightManager.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightSource.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/Voip/VoipClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/Voting.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs # Barotrauma/BarotraumaClient/LinuxClient.csproj # Barotrauma/BarotraumaClient/MacClient.csproj # Barotrauma/BarotraumaClient/WindowsClient.csproj # Barotrauma/BarotraumaServer/LinuxServer.csproj # Barotrauma/BarotraumaServer/MacServer.csproj # Barotrauma/BarotraumaServer/ServerSource/DebugConsole.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaServer/ServerSource/Items/Inventory.cs # Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs # Barotrauma/BarotraumaServer/ServerSource/Utils/DoSProtection.cs # Barotrauma/BarotraumaServer/WindowsServer.csproj # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/IndoorsSteeringManager.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveContainItem.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGetItem.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveIdle.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/ShipCommand/ShipIssueWorkerOperateWeapons.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Attack.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Params/CharacterParams.cs # Barotrauma/BarotraumaShared/SharedSource/ContentManagement/ContentPackageManager.cs # Barotrauma/BarotraumaShared/SharedSource/Enums.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MissionAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCChangeTeamAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCFollowAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCWaitAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/PirateMission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/SalvageMission.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/CargoManager.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Door.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/LevelResource.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs # Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Gap.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Map.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerator.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs # Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineBody.cs # Barotrauma/BarotraumaShared/SharedSource/Networking/ServerSettings.cs # Barotrauma/BarotraumaShared/SharedSource/Settings/GameSettings.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/PropertyConditional.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs # Barotrauma/BarotraumaShared/changelog.txt
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@@ -19,7 +19,7 @@ namespace Barotrauma
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var target = _selectedAiTarget ?? _lastAiTarget;
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if (target != null && target.Entity != null)
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{
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var memory = GetTargetMemory(target, false);
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var memory = GetTargetMemory(target);
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if (memory != null)
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{
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Vector2 targetPos = memory.Location;
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@@ -10,7 +10,7 @@ namespace Barotrauma
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public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (Character == Character.Controlled) { return; }
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if (!debugai) { return; }
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if (!DebugAI) { return; }
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Vector2 pos = Character.WorldPosition;
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pos.Y = -pos.Y;
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Vector2 textOffset = new Vector2(-40, -160);
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@@ -6,11 +6,17 @@ namespace Barotrauma
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{
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partial class Attack
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{
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[Serialize("StructureBlunt", IsPropertySaveable.Yes), Editable()]
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[Serialize("StructureBlunt", IsPropertySaveable.Yes, description: "Name of the sound effect the attack makes when it hits a structure."), Editable()]
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public string StructureSoundType { get; private set; }
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/// <summary>
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/// Sound to play when the attack deals damage.
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/// </summary>
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private RoundSound sound;
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/// <summary>
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/// Particle emitter to use when the attack deals damage.
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/// </summary>
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private ParticleEmitter particleEmitter;
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partial void InitProjSpecific(ContentXElement element)
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@@ -582,7 +582,7 @@ namespace Barotrauma
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float closestItemDistance = Math.Max(aimAssistAmount, 2.0f);
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foreach (MapEntity entity in entityList)
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{
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if (!(entity is Item item))
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if (entity is not Item item)
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{
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continue;
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}
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@@ -214,7 +214,6 @@ namespace Barotrauma
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double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI;
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cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
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TransformCursorPos();
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bool ragdollInput = msg.ReadBoolean();
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keys[(int)InputType.Ragdoll].Held = ragdollInput;
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@@ -850,7 +850,7 @@ namespace Barotrauma
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if (treatmentButton.Enabled && treatmentButton.State == GUIComponent.ComponentState.Hover)
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{
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//highlight the slot the treatment item is in
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var rootContainer = matchingItem.GetRootContainer() ?? matchingItem;
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var rootContainer = matchingItem.RootContainer ?? matchingItem;
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var index = Character.Controlled.Inventory.FindIndex(rootContainer);
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if (Character.Controlled.Inventory.visualSlots != null && index > -1 && index < Character.Controlled.Inventory.visualSlots.Length &&
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Character.Controlled.Inventory.visualSlots[index].HighlightTimer <= 0.0f)
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@@ -870,7 +870,7 @@ namespace Barotrauma
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{
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if (wearable.Type == WearableType.Hair)
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{
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if (HairWithHatSprite != null)
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if (HairWithHatSprite != null && !hideLimb)
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{
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DrawWearable(HairWithHatSprite, depthStep, spriteBatch, blankColor, alpha: color.A / 255f, spriteEffect);
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depthStep += step;
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