diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Health/CharacterHealth.cs b/Barotrauma/BarotraumaClient/Source/Characters/Health/CharacterHealth.cs
index 90748c3f2..afa1d3daf 100644
--- a/Barotrauma/BarotraumaClient/Source/Characters/Health/CharacterHealth.cs
+++ b/Barotrauma/BarotraumaClient/Source/Characters/Health/CharacterHealth.cs
@@ -606,7 +606,7 @@ namespace Barotrauma
.ThenByDescending(a => a.Strength).FirstOrDefault();
if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
{
- var limbHealth = GetMatchingLimbHealth(affliction);
+ var limbHealth = GetMathingLimbHealth(affliction);
if (limbHealth != null)
{
selectedLimbIndex = limbHealths.IndexOf(limbHealth);
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Params/Ragdoll/RagdollParams.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Params/Ragdoll/RagdollParams.cs
index cec8bfc44..0ca685008 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/Params/Ragdoll/RagdollParams.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/Params/Ragdoll/RagdollParams.cs
@@ -36,8 +36,7 @@ namespace Barotrauma
[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
public float JointScale { get; set; }
- // Don't show in the editor, because shouldn't be edited in runtime. Requires that the limb scale and the collider sizes are adjusted. TODO: automatize.
- [Serialize(1f, false)]
+ [Serialize(1f, true), Editable(DecimalCount = 2)]
public float TextureScale { get; set; }
[Serialize(45f, true), Editable(0f, 1000f)]
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Health/CharacterHealth.cs b/Barotrauma/BarotraumaShared/Source/Characters/Health/CharacterHealth.cs
index 6425a776e..4f5769f34 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Health/CharacterHealth.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Health/CharacterHealth.cs
@@ -232,13 +232,13 @@ namespace Barotrauma
}
private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
- private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
+ private LimbHealth GetMathingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
///
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
///
private IEnumerable GetMatchingAfflictions(LimbHealth limb, Func predicate)
- => limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMatchingLimbHealth(a) == limb));
+ => limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb));
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
{
diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs
index e39877bdb..a61ce2b23 100644
--- a/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs
+++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RepairTool.cs
@@ -40,6 +40,9 @@ namespace Barotrauma.Items.Components
[Serialize(false, false)]
public bool RepairThroughWalls { get; set; }
+ [Serialize(false, false)]
+ public bool RepairMultiple { get; set; }
+
public Vector2 TransformedBarrelPos
{
get
@@ -158,12 +161,22 @@ namespace Barotrauma.Items.Components
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List ignoredBodies)
{
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
- if (RepairThroughWalls)
+ if (RepairMultiple)
{
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
+ Type lastHitType = null;
foreach (Body body in bodies)
{
- FixBody(user, deltaTime, degreeOfSuccess, body);
+ Type bodyType = body.UserData?.GetType();
+ if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
+ {
+ //stop the ray if it already hit a door/wall and is now about to hit some other type of entity
+ if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
+ }
+ if (FixBody(user, deltaTime, degreeOfSuccess, body))
+ {
+ if (bodyType != null) { lastHitType = bodyType; }
+ }
}
}
else
@@ -202,19 +215,19 @@ namespace Barotrauma.Items.Components
}
}
- private void FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
+ private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
{
- if (targetBody?.UserData == null) { return; }
+ if (targetBody?.UserData == null) { return false; }
pickedPosition = Submarine.LastPickedPosition;
if (targetBody.UserData is Structure targetStructure)
{
- if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return;
- if (targetStructure.IsPlatform) return;
+ if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; }
+ if (targetStructure.IsPlatform) { return false; }
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
- if (sectionIndex < 0) return;
+ if (sectionIndex < 0) { return false; }
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
@@ -239,12 +252,14 @@ namespace Barotrauma.Items.Components
targetCharacter.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List() { targetCharacter });
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
+ return true;
}
else if (targetBody.UserData is Limb targetLimb)
{
targetLimb.character.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List() { targetLimb.character, targetLimb });
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
+ return true;
}
else if (targetBody.UserData is Item targetItem)
{
@@ -269,6 +284,7 @@ namespace Barotrauma.Items.Components
#endif
}
FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
+ return true;
}
return false;
}
diff --git a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs
index f9620770f..2cb8f3192 100644
--- a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs
+++ b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs
@@ -730,7 +730,15 @@ namespace Barotrauma
return closestBody;
}
- public static List PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate customPredicate = null, bool allowInsideFixture = false)
+ private static readonly Dictionary bodyDist = new Dictionary();
+ private static readonly List bodies = new List();
+
+ ///
+ /// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
+ ///
+ /// Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.
+ /// Should fixtures that the start of the ray is inside be returned
+ public static IEnumerable PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate customPredicate = null, bool allowInsideFixture = false)
{
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
{
@@ -738,20 +746,25 @@ namespace Barotrauma
}
float closestFraction = 1.0f;
- List bodies = new List();
+ bodies.Clear();
+ bodyDist.Clear();
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
- if (fixture.Body != null) { bodies.Add(fixture.Body); }
+ if (fixture.Body != null)
+ {
+ bodies.Add(fixture.Body);
+ bodyDist[fixture.Body] = fraction;
+ }
if (fraction < closestFraction)
{
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
lastPickedFraction = fraction;
lastPickedNormal = normal;
}
-
- return fraction;
+ //continue
+ return -1;
}, rayStart, rayEnd);
if (allowInsideFixture)
@@ -770,10 +783,12 @@ namespace Barotrauma
lastPickedFraction = 0.0f;
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
bodies.Add(fixture.Body);
+ bodyDist[fixture.Body] = 0.0f;
return false;
}, ref aabb);
}
+ bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
return bodies;
}