(d9829ac) v0.9.4.0
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@@ -57,14 +57,14 @@ namespace Barotrauma.Items.Components
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private float persistentStickJointTimer;
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[Serialize(10.0f, false)]
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[Serialize(10.0f, false, description: "The impulse applied to the physics body of the item when it's launched. Higher values make the projectile faster.")]
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public float LaunchImpulse
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{
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get { return launchImpulse; }
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set { launchImpulse = value; }
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}
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false, description: "The rotation of the item relative to the rotation of the weapon when launched (in degrees).")]
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public float LaunchRotation
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{
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get { return MathHelper.ToDegrees(LaunchRotationRadians); }
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@@ -77,7 +77,7 @@ namespace Barotrauma.Items.Components
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private set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "When set to true, the item can stick to any target it hits.")]
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//backwards compatibility, can stick to anything
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public bool DoesStick
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{
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@@ -85,49 +85,52 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Can the item stick to the character it hits.")]
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public bool StickToCharacters
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Can the item stick to the structure it hits.")]
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public bool StickToStructures
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Can the item stick to the item it hits.")]
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public bool StickToItems
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Hitscan projectiles cast a ray forwards and immediately hit whatever the ray hits. "+
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"It is recommended to use hitscans for very fast-moving projectiles such as bullets, because using extremely fast launch velocities may cause physics glitches.")]
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public bool Hitscan
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{
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get;
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set;
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}
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[Serialize(1, false)]
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[Serialize(1, false, description: "How many hitscans should be done when the projectile is launched. "
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+ "Multiple hitscans can be used to simulate weapons that fire multiple projectiles at the same time" +
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" without having to actually use multiple projectile items, for example shotguns.")]
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public int HitScanCount
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Should the item be deleted when it hits something.")]
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public bool RemoveOnHit
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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)]
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[Serialize(0.0f, false, description: "Random spread applied to the launch angle of the projectile (in degrees).")]
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public float Spread
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{
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get;
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