Merge pull request #120 from Crystalwarrior/fixes
Fixed Throwable component breaking chemicals and other things
This commit is contained in:
@@ -117,7 +117,7 @@
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0">
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<StatusEffect type="OnSecondaryUse" target="This" Condition="-100.0" delay="3.0">
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<sound file="Content/Items/Weapons/stungrenade.ogg"/>
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<Explosion range="500" damage="5" stun="25" force="0.1" smoke="false"/>
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</StatusEffect>
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@@ -134,7 +134,7 @@
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0">
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<StatusEffect type="OnSecondaryUse" target="This" Condition="-100.0" delay="3.0">
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<sound file="Content/Items/Weapons/stungrenade.ogg"/>
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<Explosion range="500" damage="5" stun="1" force="0.1"/>
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<Fire size="300.0"/>
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@@ -11,6 +11,7 @@ namespace Barotrauma.Items.Components
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float throwPos;
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bool throwing;
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bool throwDone;
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[Serialize(1.0f, false)]
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public float ThrowForce
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@@ -27,18 +28,14 @@ namespace Barotrauma.Items.Components
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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) || throwing) return false;
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throwing = true;
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IsActive = true;
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return true;
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return true; //We do the actual throwing in Aim because Use might be used by chems
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}
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public override void SecondaryUse(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (throwing) return;
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if (!throwDone) return false; //This should only be triggered in update
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throwDone = false;
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return true;
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}
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public override void Drop(Character dropper)
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@@ -57,7 +54,14 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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if (!picker.HasSelectedItem(item))
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{
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IsActive = false;
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return;
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}
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if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Use))
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throwing = true;
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if (!picker.IsKeyDown(InputType.Aim) && !throwing) throwPos = 0.0f;
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@@ -103,7 +107,8 @@ namespace Barotrauma.Items.Components
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Limb rightHand = ac.GetLimb(LimbType.RightHand);
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item.body.AngularVelocity = rightHand.body.AngularVelocity;
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throwDone = true;
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ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, picker); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
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throwing = false;
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}
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}
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@@ -291,7 +291,10 @@ namespace Barotrauma.Items.Components
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}
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//called when the item is equipped and right mouse button is pressed
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public virtual void SecondaryUse(float deltaTime, Character character = null) { }
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public virtual bool SecondaryUse(float deltaTime, Character character = null)
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{
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return false;
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}
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//called when the item is placed in a "limbslot"
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public virtual void Equip(Character character) { }
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@@ -160,20 +160,20 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void SecondaryUse(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
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{
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character = null;
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return;
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return false;
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}
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if (character == null) return;
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if (character == null) return false;
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Entity focusTarget = GetFocusTarget();
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if (focusTarget == null)
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{
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item.SendSignal(0, XMLExtensions.Vector2ToString(character.CursorWorldPosition), "position_out", character);
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return;
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return false;
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}
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character.ViewTarget = focusTarget;
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@@ -191,6 +191,8 @@ namespace Barotrauma.Items.Components
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{
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item.SendSignal(0, XMLExtensions.Vector2ToString(character.CursorWorldPosition), "position_out", character);
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}
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return true;
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}
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private Item GetFocusTarget()
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@@ -118,9 +118,9 @@ namespace Barotrauma.Items.Components
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}
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public override void SecondaryUse(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (reload > 0.0f) return;
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if (reload > 0.0f) return false;
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bool first = true;
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for (int i = 0; i < ropeBodies.Length - 1; i++)
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@@ -157,7 +157,8 @@ namespace Barotrauma.Items.Components
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//ropeBodies[i + 1].ApplyForce(dist / length * pullForce * 0.1f);
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}
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}
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}
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return true;
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}
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private void NextSection(int i)
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@@ -242,7 +242,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void SecondaryUse(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (nodes.Count > 1)
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{
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@@ -251,6 +251,7 @@ namespace Barotrauma.Items.Components
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}
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Drawable = IsActive || sections.Count > 0;
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return true;
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}
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public override bool Pick(Character picker)
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@@ -800,6 +800,7 @@ namespace Barotrauma
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if (!ic.WasUsed)
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{
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ic.StopSounds(ActionType.OnUse);
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ic.StopSounds(ActionType.OnSecondaryUse);
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}
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#endif
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ic.WasUsed = false;
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@@ -1167,11 +1168,28 @@ namespace Barotrauma
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public void SecondaryUse(float deltaTime, Character character = null)
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{
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if (condition == 0.0f) return;
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bool remove = false;
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foreach (ItemComponent ic in components)
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{
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if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
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ic.SecondaryUse(deltaTime, character);
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if (ic.SecondaryUse(deltaTime, character))
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{
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ic.WasUsed = true;
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#if CLIENT
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ic.PlaySound(ActionType.OnSecondaryUse, WorldPosition);
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#endif
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ic.ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character);
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if (ic.DeleteOnUse) remove = true;
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}
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}
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if (remove) Remove();
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}
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public List<ColoredText> GetHUDTexts(Character character)
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