(5a377a8ee) Unstable v0.9.1000.0
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@@ -1,4 +1,5 @@
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using FarseerPhysics;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using Microsoft.Xna.Framework;
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@@ -94,6 +95,7 @@ namespace Barotrauma.Items.Components
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{
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foreach (Limb l in character.AnimController.Limbs)
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{
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if (l.IsSevered) { continue; }
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if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) { continue; }
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if (l.type == LimbType.Head || l.type == LimbType.Torso)
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{
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@@ -310,70 +312,7 @@ namespace Barotrauma.Items.Components
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return false;
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}
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if (attack != null)
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{
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if (targetLimb == null && targetCharacter == null && targetStructure == null && (targetItem == null || ! targetItem.Prefab.DamagedByMeleeWeapons))
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{
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return false;
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}
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if (targetLimb != null)
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{
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targetLimb.character.LastDamageSource = item;
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attack.DoDamageToLimb(User, targetLimb, item.WorldPosition, 1.0f);
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}
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else if (targetCharacter != null)
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{
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targetCharacter.LastDamageSource = item;
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attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
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}
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else if (targetStructure != null)
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{
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attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
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}
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else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons)
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{
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attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
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}
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else
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{
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return false;
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}
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}
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return true; }
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#if SERVER
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if (GameMain.Server != null && targetCharacter != null) //TODO: Log structure hits
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{
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GameMain.Server.CreateEntityEvent(item, new object[]
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{
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Networking.NetEntityEvent.Type.ApplyStatusEffect,
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ActionType.OnUse,
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null, //itemcomponent
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targetCharacter.ID, targetLimb
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});
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string logStr = picker?.LogName + " used " + item.Name;
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if (item.ContainedItems != null && item.ContainedItems.Any())
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{
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logStr += " (" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
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}
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logStr += " on " + targetCharacter.LogName + ".";
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Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
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}
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#endif
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if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
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{
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ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: User);
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}
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if (DeleteOnUse)
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{
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Entity.Spawner.AddToRemoveQueue(item);
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}
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impactQueue.Enqueue(f2);
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return true;
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}
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@@ -414,7 +353,7 @@ namespace Barotrauma.Items.Components
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if (targetStructure.Removed) { return; }
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attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
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}
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else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons)
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else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
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{
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if (targetItem.Removed) { return; }
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attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
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