3ea33fb...bbc4a31
commit bbc4a31aa83572258226f303ab767f8546de64fb Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Mar 5 13:08:38 2019 +0200 Fixed missing item names in the extra cargo menu. Closes #1218 commit dd18bd163e05e8ba4718c0e98083e50ef0a0157e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Mar 5 13:04:54 2019 +0200 Fixed a compiler error in RespawnManager commit 904700eda3e4da5468208bd7553a803e9f41234e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Mar 5 12:56:29 2019 +0200 Autorestart/spectating fixes (closes #1219): - The server owner and spectators don't trigger autorestart. - The owner is allowed to spectate even if spectating is disallowed in server settings. - Fixed "play yourself" always toggling to true when a round ends. commit 9710612256875d5a788fb34371ca8ea6dd61b749 Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Mar 5 10:10:25 2019 +0200 dropped the point at which damage sprites appear slightly.
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@@ -1035,6 +1035,61 @@ namespace Barotrauma
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ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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return targetMovement;
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}
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/// <summary>
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/// Can be used to modify the character's speed via StatusEffects
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/// </summary>
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public float SpeedMultiplier
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{
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get
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{
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if (speedMultipliers.Count == 0) return 1f;
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float greatestPositive = 1f;
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float greatestNegative = 1f;
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for (int i = 0; i < speedMultipliers.Count; i++)
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{
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float val = speedMultipliers[i];
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if (val < 1f)
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{
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if (val < greatestNegative)
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{
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greatestNegative = val;
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}
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}
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else
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{
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if (val > greatestPositive)
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{
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greatestPositive = val;
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}
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}
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}
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return greatestPositive - (1f - greatestNegative);
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}
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set
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{
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if (value == 1f) return;
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speedMultipliers.Add(value);
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}
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}
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public void ResetSpeedMultiplier()
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{
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speedMultipliers.Clear();
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}
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/// <summary>
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/// Applies temporary limits to the speed (damage).
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/// </summary>
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public float GetCurrentMaxSpeed(bool run)
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{
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float currMaxSpeed = AnimController.GetCurrentSpeed(run);
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//?
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//currMaxSpeed *= 1.5f;
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@@ -1055,6 +1110,38 @@ namespace Barotrauma
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return currMaxSpeed;
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}
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public void Control(float deltaTime, Camera cam)
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{
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ViewTarget = null;
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if (!AllowInput) return;
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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if (Controlled == this)
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{
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SmoothedCursorPosition = cursorPosition;
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}
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else
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{
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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Vector2 targetMovement = GetTargetMovement();
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AnimController.TargetMovement = targetMovement;
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AnimController.IgnorePlatforms = AnimController.TargetMovement.Y < -0.1f;
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}
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if (AnimController is HumanoidAnimController)
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{
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((HumanoidAnimController) AnimController).Crouching = IsKeyDown(InputType.Crouch);
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}
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return currMaxSpeed;
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}
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/// <summary>
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/// Can be used to modify the character's speed via StatusEffects
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/// </summary>
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