(bcb06cc5c) Unstable v0.9.9.0
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@@ -54,7 +54,7 @@ namespace Barotrauma.Items.Components
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{
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "attack") { continue; }
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if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
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attack = new Attack(subElement, item.Name + ", MeleeWeapon");
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}
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item.IsShootable = true;
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+58
-44
@@ -29,6 +29,13 @@ namespace Barotrauma.Items.Components
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set { reload = Math.Max(value, 0.0f); }
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}
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[Serialize(1, false, description: "How projectiles the weapon launches when fired once.")]
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public int ProjectileCount
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "Random spread applied to the firing angle of the projectiles when used by a character with sufficient skills to use the weapon (in degrees).")]
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public float Spread
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{
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@@ -110,55 +117,62 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
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}
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Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
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if (projectile == null) { return true; }
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float spread = GetSpread(character);
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float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
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rotation += spread * Rand.Range(-0.5f, 0.5f);
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projectile.User = character;
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//add the limbs of the shooter to the list of bodies to be ignored
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//so that the player can't shoot himself
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projectile.IgnoredBodies = new List<Body>(limbBodies);
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Vector2 projectilePos = item.SimPosition;
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Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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//make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel
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if (Submarine.PickBody(sourcePos, barrelPos, projectile.IgnoredBodies, Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
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for (int i = 0; i < ProjectileCount; i++)
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{
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//no obstacles -> we can spawn the projectile at the barrel
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projectilePos = barrelPos;
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Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
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if (projectile == null) { return true; }
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float spread = GetSpread(character);
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float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
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rotation += spread * Rand.Range(-0.5f, 0.5f);
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projectile.User = character;
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//add the limbs of the shooter to the list of bodies to be ignored
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//so that the player can't shoot himself
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projectile.IgnoredBodies = new List<Body>(limbBodies);
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Vector2 projectilePos = item.SimPosition;
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Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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//make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel
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if (Submarine.PickBody(sourcePos, barrelPos, projectile.IgnoredBodies, Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
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{
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//no obstacles -> we can spawn the projectile at the barrel
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projectilePos = barrelPos;
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}
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else if ((sourcePos - barrelPos).LengthSquared() > 0.0001f)
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{
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//spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle
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projectilePos = sourcePos - Vector2.Normalize(barrelPos - projectilePos) * Math.Max(projectile.Item.body.GetMaxExtent(), 0.1f);
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}
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projectile.Item.body.ResetDynamics();
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projectile.Item.SetTransform(projectilePos, rotation);
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projectile.Use(deltaTime);
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projectile.Item.GetComponent<Rope>()?.Attach(item, projectile.Item);
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if (projectile.Item.Removed) { continue; }
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projectile.User = character;
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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//set the rotation of the projectile again because dropping the projectile resets the rotation
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projectile.Item.SetTransform(projectilePos,
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rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
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item.RemoveContained(projectile.Item);
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if (i == 0)
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{
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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}
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else if ((sourcePos - barrelPos).LengthSquared() > 0.0001f)
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{
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//spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle
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projectilePos = sourcePos - Vector2.Normalize(barrelPos - projectilePos) * Math.Max(projectile.Item.body.GetMaxExtent(), 0.1f);
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}
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projectile.Item.body.ResetDynamics();
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projectile.Item.SetTransform(projectilePos, rotation);
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projectile.Use(deltaTime);
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if (projectile.Item.Removed) { return true; }
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projectile.User = character;
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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//set the rotation of the projectile again because dropping the projectile resets the rotation
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projectile.Item.SetTransform(projectilePos,
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rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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LaunchProjSpecific();
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item.RemoveContained(projectile.Item);
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return true;
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}
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@@ -578,13 +578,7 @@ namespace Barotrauma.Items.Components
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{
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character.SetInput(InputType.Aim, false, true);
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}
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bool isAiming = false;
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var holdable = item.GetComponent<Holdable>();
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if (holdable != null)
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{
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isAiming = holdable.ControlPose;
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}
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sinTime = isAiming ? sinTime + deltaTime * 5 : 0;
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sinTime += deltaTime * 5;
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}
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// Press the trigger only when the tool is approximately facing the target.
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Vector2 fromItemToLeak = leak.WorldPosition - item.WorldPosition;
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@@ -76,7 +76,7 @@ namespace Barotrauma.Items.Components
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if (!picker.IsKeyDown(InputType.Aim) && !throwing) { throwPos = 0.0f; }
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bool aim = picker.IsKeyDown(InputType.Aim) && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
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if (picker.IsUnconscious || picker.IsDead || !picker.AllowInput)
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if (picker.IsDead || !picker.AllowInput)
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{
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throwing = false;
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aim = false;
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