v0.10.6.2
This commit is contained in:
+240
-148
@@ -381,6 +381,12 @@ namespace Barotrauma
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{
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//only one limb left, the character is now full eaten
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Entity.Spawner?.AddToRemoveQueue(target);
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if (Character.AIController is EnemyAIController enemyAi)
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{
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enemyAi.PetBehavior?.OnEat("dead", 1.0f);
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}
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character.SelectedCharacter = null;
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}
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else //sever a random joint
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@@ -423,113 +429,195 @@ namespace Barotrauma
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{
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WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
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mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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return;
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}
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Vector2 transformedMovement = reverse ? -movement : movement;
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float movementAngle = MathUtils.VectorToAngle(transformedMovement) - MathHelper.PiOver2;
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float mainLimbAngle = 0;
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if (mainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
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{
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mainLimbAngle = TorsoAngle.Value;
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}
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else if (mainLimb.type == LimbType.Head && HeadAngle.HasValue)
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{
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mainLimbAngle = HeadAngle.Value;
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}
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mainLimbAngle *= Dir;
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while (mainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
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{
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movementAngle += MathHelper.TwoPi;
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}
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while (mainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
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{
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movementAngle -= MathHelper.TwoPi;
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}
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if (CurrentSwimParams.RotateTowardsMovement)
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{
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Collider.SmoothRotate(movementAngle, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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if (TorsoAngle.HasValue)
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{
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Limb torso = GetLimb(LimbType.Torso);
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if (torso != null)
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{
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SmoothRotateWithoutWrapping(torso, movementAngle + TorsoAngle.Value * Dir, mainLimb, TorsoTorque);
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}
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}
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if (HeadAngle.HasValue)
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{
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Limb head = GetLimb(LimbType.Head);
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if (head != null)
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{
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SmoothRotateWithoutWrapping(head, movementAngle + HeadAngle.Value * Dir, mainLimb, HeadTorque);
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}
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}
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if (TailAngle.HasValue)
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{
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Limb tail = GetLimb(LimbType.Tail);
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if (tail != null)
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{
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float? mainLimbTargetAngle = null;
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if (mainLimb.type == LimbType.Torso)
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{
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mainLimbTargetAngle = TorsoAngle;
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}
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else if (mainLimb.type == LimbType.Head)
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{
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mainLimbTargetAngle = HeadAngle;
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}
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float torque = TailTorque;
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float maxMultiplier = CurrentSwimParams.TailTorqueMultiplier;
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if (mainLimbTargetAngle.HasValue && maxMultiplier > 1)
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{
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float diff = Math.Abs(mainLimb.Rotation - tail.Rotation);
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float offset = Math.Abs(mainLimbTargetAngle.Value - TailAngle.Value);
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torque *= MathHelper.Lerp(1, maxMultiplier, MathUtils.InverseLerp(0, MathHelper.PiOver2, diff - offset));
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}
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SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, mainLimb, torque);
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}
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}
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}
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else
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{
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movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
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if (reverse)
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Vector2 transformedMovement = reverse ? -movement : movement;
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float movementAngle = MathUtils.VectorToAngle(transformedMovement) - MathHelper.PiOver2;
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float mainLimbAngle = 0;
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if (mainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
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{
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movementAngle = MathUtils.WrapAngleTwoPi(movementAngle - MathHelper.Pi);
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mainLimbAngle = TorsoAngle.Value;
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}
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if (mainLimb.type == LimbType.Head && HeadAngle.HasValue)
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else if (mainLimb.type == LimbType.Head && HeadAngle.HasValue)
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{
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Collider.SmoothRotate(HeadAngle.Value * Dir, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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mainLimbAngle = HeadAngle.Value;
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}
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else if (mainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
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mainLimbAngle *= Dir;
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while (mainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
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{
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Collider.SmoothRotate(TorsoAngle.Value * Dir, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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movementAngle += MathHelper.TwoPi;
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}
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if (TorsoAngle.HasValue)
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while (mainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
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{
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Limb torso = GetLimb(LimbType.Torso);
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torso?.body.SmoothRotate(TorsoAngle.Value * Dir, TorsoTorque);
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movementAngle -= MathHelper.TwoPi;
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}
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if (HeadAngle.HasValue)
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if (CurrentSwimParams.RotateTowardsMovement)
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{
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Limb head = GetLimb(LimbType.Head);
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head?.body.SmoothRotate(HeadAngle.Value * Dir, HeadTorque);
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}
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if (TailAngle.HasValue)
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{
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Limb tail = GetLimb(LimbType.Tail);
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tail?.body.SmoothRotate(TailAngle.Value * Dir, TailTorque);
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}
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}
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Collider.SmoothRotate(movementAngle, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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if (TorsoAngle.HasValue)
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{
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Limb torso = GetLimb(LimbType.Torso);
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if (torso != null)
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{
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SmoothRotateWithoutWrapping(torso, movementAngle + TorsoAngle.Value * Dir, mainLimb, TorsoTorque);
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}
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}
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if (HeadAngle.HasValue)
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{
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Limb head = GetLimb(LimbType.Head);
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if (head != null)
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{
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SmoothRotateWithoutWrapping(head, movementAngle + HeadAngle.Value * Dir, mainLimb, HeadTorque);
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}
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}
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if (TailAngle.HasValue)
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{
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bool isAngleApplied = false;
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foreach (var limb in Limbs)
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{
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if (limb.IsSevered) { continue; }
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if (limb.type != LimbType.Tail) { continue; }
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if (!limb.Params.ApplyTailAngle) { continue; }
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RotateTail(limb);
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isAngleApplied = true;
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}
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if (!isAngleApplied)
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{
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RotateTail(GetLimb(LimbType.Tail));
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}
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var waveLength = Math.Abs(CurrentSwimParams.WaveLength * RagdollParams.JointScale);
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var waveAmplitude = Math.Abs(CurrentSwimParams.WaveAmplitude * character.SpeedMultiplier);
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if (waveLength > 0 && waveAmplitude > 0)
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{
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WalkPos -= transformedMovement.Length() / Math.Abs(waveLength);
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WalkPos = MathUtils.WrapAngleTwoPi(WalkPos);
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void RotateTail(Limb tail)
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{
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if (tail == null) { return; }
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float? mainLimbTargetAngle = null;
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if (mainLimb.type == LimbType.Torso)
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{
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mainLimbTargetAngle = TorsoAngle;
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}
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else if (mainLimb.type == LimbType.Head)
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{
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mainLimbTargetAngle = HeadAngle;
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}
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float torque = TailTorque;
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float maxMultiplier = CurrentSwimParams.TailTorqueMultiplier;
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if (mainLimbTargetAngle.HasValue && maxMultiplier > 1)
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{
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float diff = Math.Abs(mainLimb.Rotation - tail.Rotation);
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float offset = Math.Abs(mainLimbTargetAngle.Value - TailAngle.Value);
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torque *= MathHelper.Lerp(1, maxMultiplier, MathUtils.InverseLerp(0, MathHelper.PiOver2, diff - offset));
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}
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SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, mainLimb, torque);
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}
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}
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}
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else
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{
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movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
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if (reverse)
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{
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movementAngle = MathUtils.WrapAngleTwoPi(movementAngle - MathHelper.Pi);
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}
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if (mainLimb.type == LimbType.Head && HeadAngle.HasValue)
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{
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Collider.SmoothRotate(HeadAngle.Value * Dir, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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}
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else if (mainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
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{
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Collider.SmoothRotate(TorsoAngle.Value * Dir, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
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}
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if (TorsoAngle.HasValue)
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{
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Limb torso = GetLimb(LimbType.Torso);
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torso?.body.SmoothRotate(TorsoAngle.Value * Dir, TorsoTorque);
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}
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if (HeadAngle.HasValue)
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{
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Limb head = GetLimb(LimbType.Head);
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head?.body.SmoothRotate(HeadAngle.Value * Dir, HeadTorque);
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}
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if (TailAngle.HasValue)
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{
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bool isAngleApplied = false;
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foreach (var limb in Limbs)
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{
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if (limb.IsSevered) { continue; }
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if (limb.type != LimbType.Tail) { continue; }
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if (!limb.Params.ApplyTailAngle) { continue; }
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RotateTail(limb);
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isAngleApplied = true;
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}
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if (!isAngleApplied)
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{
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RotateTail(GetLimb(LimbType.Tail));
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}
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void RotateTail(Limb tail)
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{
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if (tail != null)
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{
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tail.body.SmoothRotate(TailAngle.Value * Dir, TailTorque);
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}
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}
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}
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}
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var waveLength = Math.Abs(CurrentSwimParams.WaveLength * RagdollParams.JointScale);
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var waveAmplitude = Math.Abs(CurrentSwimParams.WaveAmplitude * character.SpeedMultiplier);
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if (waveLength > 0 && waveAmplitude > 0)
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{
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WalkPos -= transformedMovement.Length() / Math.Abs(waveLength);
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WalkPos = MathUtils.WrapAngleTwoPi(WalkPos);
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}
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foreach (var limb in Limbs)
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{
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if (limb.IsSevered) { continue; }
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switch (limb.type)
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{
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case LimbType.LeftFoot:
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case LimbType.RightFoot:
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if (CurrentSwimParams.FootAnglesInRadians.ContainsKey(limb.Params.ID))
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{
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SmoothRotateWithoutWrapping(limb, movementAngle + CurrentSwimParams.FootAnglesInRadians[limb.Params.ID] * Dir, mainLimb, FootTorque);
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}
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break;
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case LimbType.Tail:
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if (waveLength > 0 && waveAmplitude > 0)
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{
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float waveRotation = (float)Math.Sin(WalkPos * limb.Params.SineFrequencyMultiplier);
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limb.body.ApplyTorque(waveRotation * limb.Mass * waveAmplitude * limb.Params.SineAmplitudeMultiplier);
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}
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break;
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}
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}
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for (int i = 0; i < Limbs.Length; i++)
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{
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var limb = Limbs[i];
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if (limb.IsSevered) { continue; }
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if (limb.SteerForce <= 0.0f) { continue; }
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if (!Collider.PhysEnabled) { continue; }
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Vector2 pullPos = limb.PullJointWorldAnchorA;
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limb.body.ApplyForce(movement * limb.SteerForce * limb.Mass * Math.Max(character.SpeedMultiplier, 1), pullPos);
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}
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Vector2 mainLimbDiff = mainLimb.PullJointWorldAnchorB - mainLimb.SimPosition;
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if (CurrentSwimParams.UseSineMovement)
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{
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mainLimb.PullJointWorldAnchorB = Vector2.SmoothStep(
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mainLimb.PullJointWorldAnchorB,
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Collider.SimPosition,
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mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : (float)Math.Abs(Math.Sin(WalkPos)));
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}
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else
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{
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//mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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mainLimb.PullJointWorldAnchorB = Vector2.Lerp(
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mainLimb.PullJointWorldAnchorB,
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Collider.SimPosition,
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mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : 0.5f);
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}
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}
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foreach (var limb in Limbs)
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@@ -537,55 +625,15 @@ namespace Barotrauma
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if (limb.IsSevered) { continue; }
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if (Math.Abs(limb.Params.ConstantTorque) > 0)
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{
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limb.body.SmoothRotate(movementAngle + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Params.ConstantTorque, wrapAngle: true);
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limb.body.SmoothRotate(MainLimb.Rotation + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Mass * limb.Params.ConstantTorque, wrapAngle: true);
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}
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switch (limb.type)
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if (limb.Params.BlinkFrequency > 0)
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{
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case LimbType.LeftFoot:
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case LimbType.RightFoot:
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if (CurrentSwimParams.FootAnglesInRadians.ContainsKey(limb.Params.ID))
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{
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SmoothRotateWithoutWrapping(limb, movementAngle + CurrentSwimParams.FootAnglesInRadians[limb.Params.ID] * Dir, mainLimb, FootTorque);
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}
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break;
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case LimbType.Tail:
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if (waveLength > 0 && waveAmplitude > 0)
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{
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float waveRotation = (float)Math.Sin(WalkPos);
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limb.body.ApplyTorque(waveRotation * limb.Mass * waveAmplitude);
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}
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break;
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limb.Blink(deltaTime, MainLimb.Rotation);
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}
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}
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for (int i = 0; i < Limbs.Length; i++)
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{
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var limb = Limbs[i];
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if (limb.IsSevered) { continue; }
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if (limb.SteerForce <= 0.0f) { continue; }
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if (!Collider.PhysEnabled) { continue; }
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Vector2 pullPos = limb.PullJointWorldAnchorA;
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limb.body.ApplyForce(movement * limb.SteerForce * limb.Mass * Math.Max(character.SpeedMultiplier, 1), pullPos);
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}
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Vector2 mainLimbDiff = mainLimb.PullJointWorldAnchorB - mainLimb.SimPosition;
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if (CurrentSwimParams.UseSineMovement)
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{
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mainLimb.PullJointWorldAnchorB = Vector2.SmoothStep(
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mainLimb.PullJointWorldAnchorB,
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Collider.SimPosition,
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mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : (float)Math.Abs(Math.Sin(WalkPos)));
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}
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else
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{
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//mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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mainLimb.PullJointWorldAnchorB = Vector2.Lerp(
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mainLimb.PullJointWorldAnchorB,
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Collider.SimPosition,
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mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : 0.5f);
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}
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floorY = Limbs[0].SimPosition.Y;
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floorY = Limbs[0].SimPosition.Y;
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}
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void UpdateWalkAnim(float deltaTime)
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@@ -655,7 +703,7 @@ namespace Barotrauma
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if (head != null)
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{
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bool headFacingBackwards = false;
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if (HeadAngle.HasValue)
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if (HeadAngle.HasValue && head != mainLimb)
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{
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SmoothRotateWithoutWrapping(head, movementAngle + HeadAngle.Value * Dir, mainLimb, HeadTorque);
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if (Math.Sign(head.SimPosition.X - mainLimb.SimPosition.X) != Math.Sign(Dir))
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@@ -680,10 +728,26 @@ namespace Barotrauma
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if (TailAngle.HasValue)
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{
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var tail = GetLimb(LimbType.Tail);
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if (tail != null)
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bool isAngleApplied = false;
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foreach (var limb in Limbs)
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{
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SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, mainLimb, TailTorque);
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if (limb.IsSevered) { continue; }
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if (limb.type != LimbType.Tail) { continue; }
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if (!limb.Params.ApplyTailAngle) { continue; }
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RotateTail(limb);
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isAngleApplied = true;
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}
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if (!isAngleApplied)
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{
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RotateTail(GetLimb(LimbType.Tail));
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}
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void RotateTail(Limb tail)
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{
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if (tail != null)
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{
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SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, mainLimb, TailTorque);
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}
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}
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}
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@@ -703,7 +767,11 @@ namespace Barotrauma
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if (limb.IsSevered) { continue; }
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if (Math.Abs(limb.Params.ConstantTorque) > 0)
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{
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limb.body.SmoothRotate(movementAngle + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Params.ConstantTorque, wrapAngle: true);
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limb.body.SmoothRotate(MainLimb.Rotation + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Mass * limb.Params.ConstantTorque, wrapAngle: true);
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}
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if (limb.Params.BlinkFrequency > 0)
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{
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limb.Blink(deltaTime, MainLimb.Rotation);
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}
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switch (limb.type)
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{
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@@ -785,11 +853,35 @@ namespace Barotrauma
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float noise = (PerlinNoise.GetPerlin(WalkPos * 0.002f, WalkPos * 0.003f) - 0.5f) * 5.0f;
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float animStrength = (1.0f - deathAnimTimer / deathAnimDuration);
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Limb head = GetLimb(LimbType.Head);
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if (head != null && head.IsSevered) { return; }
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Limb baseLimb = GetLimb(LimbType.Head);
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//if head is the main limb, it technically can't be severed - the rest of the limbs are considered severed if the head gets cut off
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if (baseLimb == MainLimb)
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{
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int connectedToHeadCount = GetConnectedLimbs(baseLimb).Count;
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//if there's nothing connected to the head, don't make it wiggle by itself
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if (connectedToHeadCount == 1) { baseLimb = null; }
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Limb torso = GetLimb(LimbType.Torso, excludeSevered: false);
|
||||
if (torso != null)
|
||||
{
|
||||
//if there are more limbs connected to the torso than to the head, make the torso wiggle instead
|
||||
int connectedToTorsoCount = GetConnectedLimbs(torso).Count;
|
||||
if (connectedToTorsoCount > connectedToHeadCount)
|
||||
{
|
||||
baseLimb = torso;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (baseLimb == null)
|
||||
{
|
||||
baseLimb = GetLimb(LimbType.Torso, excludeSevered: true);
|
||||
if (baseLimb == null) { return; }
|
||||
}
|
||||
|
||||
var connectedToBaseLimb = GetConnectedLimbs(baseLimb);
|
||||
|
||||
Limb tail = GetLimb(LimbType.Tail);
|
||||
if (head != null && !head.IsSevered) head.body.ApplyTorque((float)(Math.Sqrt(head.Mass) * Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength);
|
||||
if (tail != null && !tail.IsSevered) tail.body.ApplyTorque((float)(Math.Sqrt(tail.Mass) * -Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength);
|
||||
if (baseLimb != null) { baseLimb.body.ApplyTorque((float)(Math.Sqrt(baseLimb.Mass) * Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength); }
|
||||
if (tail != null && connectedToBaseLimb.Contains(tail)) { tail.body.ApplyTorque((float)(Math.Sqrt(tail.Mass) * -Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength); }
|
||||
|
||||
WalkPos += deltaTime * 10.0f * animStrength;
|
||||
|
||||
@@ -797,7 +889,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (!connectedToBaseLimb.Contains(limb)) { continue; }
|
||||
#if CLIENT
|
||||
if (limb.LightSource != null)
|
||||
{
|
||||
|
||||
+26
-19
@@ -145,7 +145,7 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
private LimbJoint shoulder;
|
||||
private LimbJoint rightShoulder, leftShoulder;
|
||||
|
||||
private float upperLegLength = 0.0f, lowerLegLength = 0.0f;
|
||||
|
||||
@@ -167,7 +167,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? CurrentGroundedParams.CrouchingTorsoPos * RagdollParams.JointScale : base.TorsoPosition;
|
||||
return Crouching && !swimming ? CurrentGroundedParams.CrouchingTorsoPos * RagdollParams.JointScale : base.TorsoPosition;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -175,7 +175,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? CurrentGroundedParams.CrouchingHeadPos * RagdollParams.JointScale : base.HeadPosition;
|
||||
return Crouching && !swimming ? CurrentGroundedParams.CrouchingHeadPos * RagdollParams.JointScale : base.HeadPosition;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -183,7 +183,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingTorsoAngle) : base.TorsoAngle;
|
||||
return Crouching && !swimming ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingTorsoAngle) : base.TorsoAngle;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingHeadAngle) : base.HeadAngle;
|
||||
return Crouching && !swimming ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingHeadAngle) : base.HeadAngle;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -241,12 +241,13 @@ namespace Barotrauma
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
if (rightHand == null) { return; }
|
||||
|
||||
shoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.RightArm);
|
||||
rightShoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.RightArm);
|
||||
leftShoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.LeftArm);
|
||||
Vector2 localAnchorShoulder = Vector2.Zero;
|
||||
Vector2 localAnchorElbow = Vector2.Zero;
|
||||
if (shoulder != null)
|
||||
if (rightShoulder != null)
|
||||
{
|
||||
localAnchorShoulder = shoulder.LimbA.type == LimbType.RightArm ? shoulder.LocalAnchorA : shoulder.LocalAnchorB;
|
||||
localAnchorShoulder = rightShoulder.LimbA.type == LimbType.RightArm ? rightShoulder.LocalAnchorA : rightShoulder.LocalAnchorB;
|
||||
}
|
||||
LimbJoint rightElbow = rightForearm == null ?
|
||||
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightHand) :
|
||||
@@ -322,11 +323,12 @@ namespace Barotrauma
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
levitatingCollider = true;
|
||||
ColliderIndex = Crouching ? 1 : 0;
|
||||
|
||||
if (character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false)
|
||||
ColliderIndex = Crouching && !swimming ? 1 : 0;
|
||||
if (character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false ||
|
||||
(ForceSelectAnimationType != AnimationType.Walk && ForceSelectAnimationType != AnimationType.NotDefined))
|
||||
{
|
||||
Crouching = false;
|
||||
ColliderIndex = 0;
|
||||
}
|
||||
else if (!Crouching && ColliderIndex == 1)
|
||||
{
|
||||
@@ -1611,7 +1613,7 @@ namespace Barotrauma
|
||||
pullLimb.PullJointMaxForce = 5000.0f;
|
||||
targetMovement *= MathHelper.Clamp(Mass / target.Mass, 0.5f, 1.0f);
|
||||
|
||||
Vector2 shoulderPos = shoulder.WorldAnchorA;
|
||||
Vector2 shoulderPos = rightShoulder.WorldAnchorA;
|
||||
Vector2 dragDir = inWater ? Vector2.Normalize(targetLimb.SimPosition - shoulderPos) : Vector2.UnitY;
|
||||
|
||||
targetAnchor = shoulderPos - dragDir * ConvertUnits.ToSimUnits(upperArmLength + forearmLength);
|
||||
@@ -1756,10 +1758,10 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
itemAngle = (torso.body.Rotation + holdAngle * Dir);
|
||||
itemAngle = torso.body.Rotation + holdAngle * Dir;
|
||||
}
|
||||
|
||||
Vector2 transformedHoldPos = shoulder.WorldAnchorA;
|
||||
Vector2 transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
if (itemPos == Vector2.Zero || isClimbing || usingController)
|
||||
{
|
||||
if (character.SelectedItems[0] == item)
|
||||
@@ -1780,15 +1782,17 @@ namespace Barotrauma
|
||||
if (character.SelectedItems[0] == item)
|
||||
{
|
||||
if (rightHand == null || rightHand.IsSevered) { return; }
|
||||
transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
rightHand.Disabled = true;
|
||||
}
|
||||
if (character.SelectedItems[1] == item)
|
||||
{
|
||||
if (leftHand == null || leftHand.IsSevered) { return; }
|
||||
transformedHoldPos = leftShoulder.WorldAnchorA;
|
||||
leftHand.Disabled = true;
|
||||
}
|
||||
|
||||
itemPos.X = itemPos.X * Dir;
|
||||
itemPos.X *= Dir;
|
||||
transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
|
||||
}
|
||||
|
||||
@@ -1857,18 +1861,21 @@ namespace Barotrauma
|
||||
|
||||
private void HandIK(Limb hand, Vector2 pos, float force = 1.0f)
|
||||
{
|
||||
if (shoulder == null) { return; }
|
||||
Vector2 shoulderPos = shoulder.WorldAnchorA;
|
||||
Vector2 shoulderPos;
|
||||
|
||||
Limb arm, forearm;
|
||||
if (hand.type == LimbType.LeftHand)
|
||||
{
|
||||
if (leftShoulder == null) { return; }
|
||||
shoulderPos = leftShoulder.WorldAnchorA;
|
||||
arm = GetLimb(LimbType.LeftArm);
|
||||
forearm = GetLimb(LimbType.LeftForearm);
|
||||
LeftHandIKPos = pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rightShoulder == null) { return; }
|
||||
shoulderPos = rightShoulder.WorldAnchorA;
|
||||
arm = GetLimb(LimbType.RightArm);
|
||||
forearm = GetLimb(LimbType.RightForearm);
|
||||
RightHandIKPos = pos;
|
||||
@@ -1903,7 +1910,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MathUtils.IsValid(pos))
|
||||
{
|
||||
string errorMsg = "Invalid foot position in FootIK (" + pos + ")\n" + Environment.StackTrace;
|
||||
string errorMsg = "Invalid foot position in FootIK (" + pos + ")\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#endif
|
||||
@@ -1937,7 +1944,7 @@ namespace Barotrauma
|
||||
float legAngle = MathUtils.VectorToAngle(pos - waistPos) + MathHelper.PiOver2;
|
||||
if (!MathUtils.IsValid(legAngle))
|
||||
{
|
||||
string errorMsg = "Invalid leg angle (" + legAngle + ") in FootIK. Waist pos: " + waistPos + ", target pos: " + pos + "\n" + Environment.StackTrace;
|
||||
string errorMsg = "Invalid leg angle (" + legAngle + ") in FootIK. Waist pos: " + waistPos + ", target pos: " + pos + "\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#endif
|
||||
|
||||
@@ -60,12 +60,12 @@ namespace Barotrauma
|
||||
if (!accessRemovedCharacterErrorShown)
|
||||
{
|
||||
string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
|
||||
errorMsg += '\n' + Environment.StackTrace;
|
||||
errorMsg += '\n' + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.Limbs:AccessRemoved",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace);
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
accessRemovedCharacterErrorShown = true;
|
||||
}
|
||||
return new Limb[0];
|
||||
@@ -216,16 +216,18 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
Limb mainLimb = GetLimb(RagdollParams.MainLimb);
|
||||
if (mainLimb == null)
|
||||
if (!IsValid(mainLimb))
|
||||
{
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
mainLimb = torso ?? head;
|
||||
if (mainLimb == null)
|
||||
if (!IsValid(mainLimb))
|
||||
{
|
||||
mainLimb = Limbs.FirstOrDefault(l => !l.IsSevered && !l.ignoreCollisions);
|
||||
mainLimb = Limbs.FirstOrDefault(l => IsValid(l));
|
||||
}
|
||||
}
|
||||
|
||||
bool IsValid(Limb limb) => limb != null && !limb.IsSevered && !limb.ignoreCollisions;
|
||||
return mainLimb;
|
||||
}
|
||||
}
|
||||
@@ -764,11 +766,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull?.AddDecal(character.BloodDecalName,
|
||||
(limbJoint.LimbA.WorldPosition + limbJoint.LimbB.WorldPosition) / 2, MathHelper.Clamp(Math.Min(limbJoint.LimbA.Mass, limbJoint.LimbB.Mass), 0.5f, 2.0f), true);
|
||||
(limbJoint.LimbA.WorldPosition + limbJoint.LimbB.WorldPosition) / 2, MathHelper.Clamp(Math.Min(limbJoint.LimbA.Mass, limbJoint.LimbB.Mass), 0.5f, 2.0f), isNetworkEvent: false);
|
||||
}
|
||||
|
||||
SeverLimbJointProjSpecific(limbJoint, playSound: true);
|
||||
@@ -781,6 +782,14 @@ namespace Barotrauma
|
||||
|
||||
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint, bool playSound);
|
||||
|
||||
protected List<Limb> GetConnectedLimbs(Limb limb)
|
||||
{
|
||||
connectedLimbs.Clear();
|
||||
checkedJoints.Clear();
|
||||
GetConnectedLimbs(connectedLimbs, checkedJoints, limb);
|
||||
return connectedLimbs;
|
||||
}
|
||||
|
||||
private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
|
||||
{
|
||||
connectedLimbs.Add(limb);
|
||||
@@ -905,7 +914,7 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.FindHull:InvalidPosition",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to find a hull at an invalid position (" + findPos + ")\n" + Environment.StackTrace);
|
||||
"Attempted to find a hull at an invalid position (" + findPos + ")\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1557,11 +1566,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MathUtils.IsValid(simPosition))
|
||||
{
|
||||
DebugConsole.ThrowError("Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.SetPosition:InvalidPosition",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace);
|
||||
"Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
Reference in New Issue
Block a user