(5a377a8ee) Unstable v0.9.1000.0
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@@ -1,7 +1,7 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using Barotrauma.IO;
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using System;
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using System.Linq;
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using System.Xml.Linq;
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+18
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@@ -72,6 +72,12 @@ namespace Barotrauma
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[Editable, Serialize(true, true, description: "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
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public bool Flip { get; set; }
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[Serialize(1f, true, description: "Reduces continuous flipping when the character abruptly changes direction."), Editable]
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public float FlipCooldown { get; set; }
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[Serialize(0.5f, true, description: "How much it takes before the character flips. The timer starts when the character starts to move in the different direction."), Editable]
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public float FlipDelay { get; set; }
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[Serialize(10.0f, true, description: "How much force is used to move the head to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float HeadMoveForce { get; set; }
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@@ -146,9 +152,18 @@ namespace Barotrauma
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[Editable, Serialize(true, true, description: "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
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public bool Flip { get; set; }
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[Serialize(1f, true, description: "Reduces continuous flipping when the character abruptly changes direction."), Editable]
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public float FlipCooldown { get; set; }
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[Serialize(0.5f, true, description: "How much it takes before the character flips. The timer starts when the character starts to move in the different direction."), Editable]
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public float FlipDelay { get; set; }
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[Editable, Serialize(true, true, description: "If enabled, the character will simply be mirrored horizontally when it wants to turn around. If disabled, it will rotate itself to face the other direction.")]
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public bool Mirror { get; set; }
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[Editable, Serialize(true, true, description: "Disabling this will make mirroring instantaneous.")]
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public bool MirrorLerp { get; set; }
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[Serialize(5f, true), Editable]
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public float WaveAmplitude { get; set; }
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@@ -205,7 +220,6 @@ namespace Barotrauma
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interface IFishAnimation
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{
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bool Flip { get; set; }
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string FootAngles { get; set; }
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Dictionary<int, float> FootAnglesInRadians { get; set; }
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float TailAngle { get; set; }
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@@ -214,5 +228,8 @@ namespace Barotrauma
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float TorsoTorque { get; set; }
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float TailTorque { get; set; }
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float FootTorque { get; set; }
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bool Flip { get; set; }
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float FlipCooldown { get; set; }
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float FlipDelay { get; set; }
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}
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}
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