diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs index fa30d8a82..8f9276859 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs @@ -121,90 +121,7 @@ namespace Barotrauma MainLimb.PullJointWorldAnchorB = Collider.SimPosition; MainLimb.PullJointEnabled = true; } - character.SelectedConstruction = character.MemState[0].SelectedItem; } - - if (character.MemState[0].Animation == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.CPR; - } - else if (character.AnimController.Anim == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.None; - } - - Vector2 newVelocity = Collider.LinearVelocity; - Vector2 newPosition = Collider.SimPosition; - float newRotation = Collider.Rotation; - float newAngularVelocity = Collider.AngularVelocity; - Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity); - - newVelocity = newVelocity.ClampLength(100.0f); - if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; } - overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero; - - Collider.LinearVelocity = newVelocity; - Collider.AngularVelocity = newAngularVelocity; - - float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition); - float errorTolerance = character.AllowInput ? 0.01f : 0.2f; - if (distSqrd > errorTolerance) - { - if (distSqrd > 10.0f || !character.AllowInput) - { - Collider.TargetRotation = newRotation; - SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false); - } - else - { - Collider.TargetRotation = newRotation; - Collider.TargetPosition = newPosition; - Collider.MoveToTargetPosition(true); - } - } - - //unconscious/dead characters can't correct their position using AnimController movement - // -> we need to correct it manually - if (!character.AllowInput) - { - float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition); - float mainLimbErrorTolerance = 0.1f; - //if the main limb is roughly at the correct position and the collider isn't moving (much at least), - //don't attempt to correct the position. - if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f) - { - MainLimb.PullJointWorldAnchorB = Collider.SimPosition; - MainLimb.PullJointEnabled = true; - } - } - } - character.MemLocalState.Clear(); - } - else - { - //remove states with a timestamp (there may still timestamp-based states - //in the list if the controlled character switches from timestamp-based interpolation to ID-based) - character.MemState.RemoveAll(m => m.Timestamp > 0.0f); - - for (int i = 0; i < character.MemLocalState.Count; i++) - { - if (character.Submarine == null) - { - //transform in-sub coordinates to outside coordinates - if (character.MemLocalState[i].Position.Y > lowestSubPos) - { - character.MemLocalState[i].TransformInToOutside(); - } - } - else if (currentHull?.Submarine != null) - { - //transform outside coordinates to in-sub coordinates - if (character.MemLocalState[i].Position.Y < lowestSubPos) - { - character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); - } - } - } character.MemLocalState.Clear(); } diff --git a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs index e0e35f159..3cbe63212 100644 --- a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs +++ b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs @@ -1079,6 +1079,8 @@ namespace Barotrauma.Networking bool isTraitor = inc.ReadBoolean(); string traitorTargetName = isTraitor ? inc.ReadString() : null; + bool allowRagdollButton = inc.ReadBoolean(); + serverSettings.ReadMonsterEnabled(inc); GameModePreset gameMode = GameModePreset.List.Find(gm => gm.Identifier == modeIdentifier); @@ -1095,6 +1097,7 @@ namespace Barotrauma.Networking GameMain.LightManager.LosMode = (LosMode)losMode; serverSettings.AllowDisguises = disguisesAllowed; + serverSettings.AllowRagdollButton = allowRagdollButton; if (campaign == null) { diff --git a/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs b/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs index d9137afc7..5717efe48 100644 --- a/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs +++ b/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs @@ -1960,6 +1960,8 @@ namespace Barotrauma.Networking msg.Write(false); } + msg.Write(serverSettings.AllowRagdollButton); + serverSettings.WriteMonsterEnabled(msg); CompressOutgoingMessage(msg); diff --git a/Barotrauma/BarotraumaShared/Source/Networking/ServerSettings.cs b/Barotrauma/BarotraumaShared/Source/Networking/ServerSettings.cs index 0a5ca7bb0..5dd5f1546 100644 --- a/Barotrauma/BarotraumaShared/Source/Networking/ServerSettings.cs +++ b/Barotrauma/BarotraumaShared/Source/Networking/ServerSettings.cs @@ -401,7 +401,7 @@ namespace Barotrauma.Networking public bool AllowRagdollButton { get; - private set; + set; } [Serialize(true, true)]