(f0d812055) v0.9.9.0
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@@ -55,7 +55,11 @@ namespace Barotrauma
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{
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if (limbs == null)
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{
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DebugConsole.ThrowError("Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this));
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string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
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#if DEBUG || UNSTABLE
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errorMsg += '\n' + Environment.StackTrace;
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#endif
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce(
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"Ragdoll.Limbs:AccessRemoved",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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@@ -80,7 +84,7 @@ namespace Barotrauma
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frozen = value;
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Collider.FarseerBody.LinearDamping = frozen ? (1.5f / (float)Timing.Step) : 0.0f;
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Collider.FarseerBody.AngularDamping = frozen ? (1.5f / (float)Timing.Step) : 0.0f;
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Collider.FarseerBody.AngularDamping = frozen ? (1.5f / (float)Timing.Step) : PhysicsBody.DefaultAngularDamping;
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Collider.FarseerBody.IgnoreGravity = frozen;
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//Collider.PhysEnabled = !frozen;
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@@ -97,8 +101,6 @@ namespace Barotrauma
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protected float strongestImpact;
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protected double onFloorTimer;
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private float splashSoundTimer;
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//the movement speed of the ragdoll
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@@ -635,10 +637,7 @@ namespace Barotrauma
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Vector2 colliderBottom = GetColliderBottom();
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if (structure.IsPlatform)
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{
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if (IgnorePlatforms) { return false; }
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//the collision is ignored if the lowest limb is under the platform
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//if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
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if (IgnorePlatforms || currentHull == null) { return false; }
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if (colliderBottom.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) { return false; }
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if (f1.Body.Position.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) { return false; }
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@@ -732,14 +731,20 @@ namespace Barotrauma
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limbJoint.IsSevered = true;
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limbJoint.Enabled = false;
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Vector2 limbDiff = limbJoint.LimbA.SimPosition - limbJoint.LimbB.SimPosition;
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if (limbDiff.LengthSquared() < 0.0001f) { limbDiff = Rand.Vector(1.0f); }
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limbDiff = Vector2.Normalize(limbDiff);
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float mass = limbJoint.BodyA.Mass + limbJoint.BodyB.Mass;
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limbJoint.LimbA.body.ApplyLinearImpulse(limbDiff * mass, (limbJoint.LimbA.SimPosition + limbJoint.LimbB.SimPosition) / 2.0f);
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limbJoint.LimbB.body.ApplyLinearImpulse(-limbDiff * mass, (limbJoint.LimbA.SimPosition + limbJoint.LimbB.SimPosition) / 2.0f);
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List<Limb> connectedLimbs = new List<Limb>();
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List<LimbJoint> checkedJoints = new List<LimbJoint>();
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GetConnectedLimbs(connectedLimbs, checkedJoints, MainLimb);
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foreach (Limb limb in Limbs)
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{
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if (connectedLimbs.Contains(limb)) continue;
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if (connectedLimbs.Contains(limb)) { continue; }
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limb.IsSevered = true;
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}
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@@ -962,8 +967,8 @@ namespace Barotrauma
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else
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{
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if (character.Position.X < gap.Rect.X || character.Position.X > gap.Rect.Right) continue;
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if (Math.Sign((gap.Rect.Y - gap.Rect.Height / 2) - (currentHull.Rect.Center.Y - currentHull.Rect.Height / 2)) !=
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Math.Sign(character.Position.Y - (currentHull.Rect.Center.Y - currentHull.Rect.Height / 2)))
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if (Math.Sign((gap.Rect.Y - gap.Rect.Height / 2) - (currentHull.Rect.Y - currentHull.Rect.Height / 2)) !=
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Math.Sign(character.Position.Y - (currentHull.Rect.Y - currentHull.Rect.Height / 2)))
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{
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continue;
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}
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@@ -1224,6 +1229,8 @@ namespace Barotrauma
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private void CheckBodyInRest(float deltaTime)
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{
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if (SimplePhysicsEnabled) { return; }
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if (InWater || Collider.LinearVelocity.LengthSquared() > 0.01f || character.SelectedBy != null || !character.IsDead)
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{
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bodyInRestTimer = 0.0f;
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@@ -1633,7 +1640,7 @@ namespace Barotrauma
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{
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float offset = 0.0f;
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if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
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if (!character.IsDead && character.Stun <= 0.0f && !character.IsIncapacitated)
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{
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offset = -ColliderHeightFromFloor;
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}
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