(d9829ac) v0.9.4.0
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@@ -35,7 +35,7 @@ namespace Barotrauma.Items.Components
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private Character user;
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[Serialize("0,0", false)]
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[Serialize("0,0", false, description: "The position of the barrel relative to the upper left corner of the base sprite (in pixels).")]
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public Vector2 BarrelPos
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{
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get
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@@ -57,21 +57,21 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched).")]
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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(5.0f, false), Editable(0.0f, 1000.0f)]
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[Editable(0.0f, 1000.0f), Serialize(5.0f, false, description: "The period of time the user has to wait between shots.")]
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public float Reload
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{
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get { return reloadTime; }
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set { reloadTime = value; }
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}
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[Serialize("0.0,0.0", true), Editable]
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[Editable, Serialize("0.0,0.0", true, description: "The range at which the barrel can rotate. TODO")]
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public Vector2 RotationLimits
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{
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get
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@@ -94,39 +94,49 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(5.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(5.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
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+ " with insufficient skills to operate it. Higher values make the barrel rotate faster.")]
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public float SpringStiffnessLowSkill
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{
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get;
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private set;
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}
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[Serialize(2.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(2.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
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+ " with sufficient skills to operate it. Higher values make the barrel rotate faster.")]
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public float SpringStiffnessHighSkill
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{
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get;
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private set;
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}
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[Serialize(50.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(50.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
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+ " with insufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
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public float SpringDampingLowSkill
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{
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get;
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private set;
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}
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[Serialize(10.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(10.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
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+ " with sufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
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public float SpringDampingHighSkill
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{
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get;
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private set;
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}
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[Serialize(1.0f, false), Editable(0.0f, 100.0f, DecimalCount = 2)]
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[Editable(0.0f, 100.0f, DecimalCount = 2),
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Serialize(1.0f, false, description: "Maximum angular velocity of the barrel when used by a character with insufficient skills to operate it.")]
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public float RotationSpeedLowSkill
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{
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get;
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private set;
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}
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[Serialize(5.0f, false), Editable(0.0f, 100.0f, DecimalCount = 2)]
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[Editable(0.0f, 100.0f, DecimalCount = 2),
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Serialize(5.0f, false, description: "Maximum angular velocity of the barrel when used by a character with sufficient skills to operate it."),]
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public float RotationSpeedHighSkill
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{
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get;
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@@ -134,7 +144,7 @@ namespace Barotrauma.Items.Components
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}
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private float baseRotationRad;
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[Serialize(0.0f, true), Editable(0.0f, 360.0f)]
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[Editable(0.0f, 360.0f), Serialize(0.0f, true, description: "The angle of the turret's base in degrees.")]
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public float BaseRotation
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{
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get { return MathHelper.ToDegrees(baseRotationRad); }
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