Option to make limb attacks do damage based on contact with physics bodies instead of distance. Attacks also do damage to all sections of a structure that are within damage range. Closes #108
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@@ -5,7 +5,6 @@ using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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@@ -54,12 +54,12 @@
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<limb id = "8" width="50" height="320">
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<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="755,552,137,470" depth="0.08" origin="0.5,0.5"/>
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<attack range="1400" damagerange="1300" duration="0.5" damage="30" stun="5.0" force="100" torque="-100" structuredamage="500" damagetype="slash"/>
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<attack range="1000" hitdetectiontype="Contact" duration="0.25" damage="30" stun="5.0" force="100" torque="-100" structuredamage="500" damagetype="slash"/>
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</limb>
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<limb id = "9" width="50" height="320">
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<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="892,552,137,470" depth="0.08" origin="0.6,0.5"/>
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<attack range="1400" damagerange="1300" duration="0.5" damage="30" stun="5.0" force="100" torque="100" structuredamage="500" damagetype="slash"/>
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<attack range="1000" hitdetectiontype="Contact" duration="0.25" damage="30" stun="5.0" force="100" torque="100" structuredamage="500" damagetype="slash"/>
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</limb>
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@@ -21,6 +21,12 @@ namespace Barotrauma
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Any = Blunt | Slash | Burn
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}
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public enum HitDetection
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{
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Distance,
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Contact
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}
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struct AttackResult
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{
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public readonly float Damage;
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@@ -39,90 +45,87 @@ namespace Barotrauma
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partial class Attack
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{
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public readonly float Range;
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public readonly float DamageRange;
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public readonly float Duration;
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[Serialize(HitDetection.Distance, false)]
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public HitDetection HitDetectionType { get; private set; }
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public readonly DamageType DamageType;
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[Serialize(0.0f, false)]
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public float Range { get; private set; }
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private readonly float structureDamage;
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private readonly float damage;
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private readonly float bleedingDamage;
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[Serialize(0.0f, false)]
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public float DamageRange { get; private set; }
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private readonly bool onlyHumans;
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[Serialize(0.0f, false)]
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public float Duration { get; private set; }
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private readonly List<StatusEffect> statusEffects;
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[Serialize(DamageType.None, false)]
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public DamageType DamageType { get; private set; }
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public readonly float Force;
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[Serialize(0.0f, false)]
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public float StructureDamage { get; private set; }
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public readonly float Torque;
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[Serialize(0.0f, false)]
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public float Damage { get; private set; }
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public readonly float TargetForce;
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[Serialize(0.0f, false)]
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public float BleedingDamage { get; private set; }
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public readonly float SeverLimbsProbability;
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[Serialize(0.0f, false)]
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public float Stun { get; private set; }
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[Serialize(false, false)]
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public bool OnlyHumans { get; private set; }
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[Serialize(0.0f, false)]
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public float Force { get; private set; }
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[Serialize(0.0f, false)]
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public float Torque { get; private set; }
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[Serialize(0.0f, false)]
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public float TargetForce { get; private set; }
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[Serialize(0.0f, false)]
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public float SeverLimbsProbability { get; private set; }
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[Serialize(0.0f, false)]
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public float Priority { get; private set; }
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//the indices of the limbs Force is applied on
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//(if none, force is applied only to the limb the attack is attached to)
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public readonly List<int> ApplyForceOnLimbs;
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public readonly float Stun;
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private float priority;
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private readonly List<StatusEffect> statusEffects;
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public float GetDamage(float deltaTime)
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{
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return (Duration == 0.0f) ? damage : damage * deltaTime;
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return (Duration == 0.0f) ? Damage : Damage * deltaTime;
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}
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public float GetBleedingDamage(float deltaTime)
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{
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return (Duration == 0.0f) ? bleedingDamage : bleedingDamage * deltaTime;
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return (Duration == 0.0f) ? BleedingDamage : BleedingDamage * deltaTime;
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}
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public float GetStructureDamage(float deltaTime)
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{
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return (Duration == 0.0f) ? structureDamage : structureDamage * deltaTime;
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return (Duration == 0.0f) ? StructureDamage : StructureDamage * deltaTime;
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}
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public Attack(float damage, float structureDamage, float bleedingDamage, float range = 0.0f)
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{
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Range = range;
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DamageRange = range;
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this.damage = damage;
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this.structureDamage = structureDamage;
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this.bleedingDamage = bleedingDamage;
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this.Damage = damage;
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this.StructureDamage = structureDamage;
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this.BleedingDamage = bleedingDamage;
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}
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public Attack(XElement element)
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{
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try
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{
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DamageType = (DamageType)Enum.Parse(typeof(DamageType), element.GetAttributeString("damagetype", "None"), true);
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}
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catch
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{
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DamageType = DamageType.None;
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}
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damage = element.GetAttributeFloat("damage", 0.0f);
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structureDamage = element.GetAttributeFloat("structuredamage", 0.0f);
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bleedingDamage = element.GetAttributeFloat("bleedingdamage", 0.0f);
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Stun = element.GetAttributeFloat("stun", 0.0f);
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SeverLimbsProbability = element.GetAttributeFloat("severlimbsprobability", 0.0f);
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Force = element.GetAttributeFloat("force", 0.0f);
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TargetForce = element.GetAttributeFloat("targetforce", 0.0f);
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Torque = element.GetAttributeFloat("torque", 0.0f);
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Range = element.GetAttributeFloat("range", 0.0f);
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SerializableProperty.DeserializeProperties(this, element);
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DamageRange = element.GetAttributeFloat("damagerange", Range);
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Duration = element.GetAttributeFloat("duration", 0.0f);
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priority = element.GetAttributeFloat("priority", 1.0f);
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onlyHumans = element.GetAttributeBool("onlyhumans", false);
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InitProjSpecific(element);
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string limbIndicesStr = element.GetAttributeString("applyforceonlimbs", "");
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@@ -158,7 +161,7 @@ namespace Barotrauma
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public AttackResult DoDamage(Character attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
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{
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if (onlyHumans)
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if (OnlyHumans)
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{
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Character character = target as Character;
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if (character != null && character.ConfigPath != Character.HumanConfigFile) return new AttackResult();
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@@ -189,7 +192,7 @@ namespace Barotrauma
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{
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if (targetLimb == null) return new AttackResult();
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if (onlyHumans)
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if (OnlyHumans)
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{
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if (targetLimb.character != null && targetLimb.character.ConfigPath != Character.HumanConfigFile) return new AttackResult();
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}
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@@ -2,6 +2,7 @@
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using System;
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@@ -479,12 +480,69 @@ namespace Barotrauma
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body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
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if (dist < attack.DamageRange)
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bool wasHit = false;
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if (damageTarget != null)
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{
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switch (attack.HitDetectionType)
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{
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case HitDetection.Distance:
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wasHit = dist < attack.DamageRange;
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break;
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case HitDetection.Contact:
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List<Body> targetBodies = new List<Body>();
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if (damageTarget is Character)
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{
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Character targetCharacter = (Character)damageTarget;
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foreach (Limb limb in targetCharacter.AnimController.Limbs)
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{
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if (!limb.IsSevered && limb.body?.FarseerBody != null) targetBodies.Add(limb.body.FarseerBody);
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}
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}
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else if (damageTarget is Structure)
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{
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Structure targetStructure = (Structure)damageTarget;
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if (character.Submarine == null && targetStructure.Submarine != null)
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{
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targetBodies.Add(targetStructure.Submarine.PhysicsBody.FarseerBody);
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}
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else
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{
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targetBodies.AddRange(targetStructure.Bodies);
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}
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}
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else if (damageTarget is Item)
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{
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Item targetItem = damageTarget as Item;
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if (targetItem.body?.FarseerBody != null) targetBodies.Add(targetItem.body.FarseerBody);
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}
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if (targetBodies != null)
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{
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ContactEdge contactEdge = body.FarseerBody.ContactList;
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while (contactEdge != null)
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{
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if (contactEdge.Contact != null &&
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contactEdge.Contact.IsTouching &&
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targetBodies.Any(b => b == contactEdge.Contact.FixtureA?.Body || b == contactEdge.Contact.FixtureB?.Body))
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{
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wasHit = true;
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break;
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}
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contactEdge = contactEdge.Next;
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}
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}
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break;
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}
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}
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if (wasHit)
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{
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if (AttackTimer >= attack.Duration && damageTarget != null)
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{
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attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, (SoundTimer <= 0.0f));
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SoundTimer = SoundInterval;
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}
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}
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@@ -89,6 +89,11 @@ namespace Barotrauma
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get { return prefab.Body; }
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}
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public List<Body> Bodies
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{
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get { return bodies; }
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}
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public bool CastShadow
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{
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get { return prefab.CastShadow; }
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@@ -651,23 +656,28 @@ namespace Barotrauma
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Vector2 transformedPos = worldPosition;
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if (Submarine != null) transformedPos -= Submarine.Position;
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int i = FindSectionIndex(transformedPos);
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if (i == -1) return new AttackResult(0.0f, 0.0f);
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float damageAmount = attack.GetStructureDamage(deltaTime);
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AddDamage(i, damageAmount, attacker);
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float damageAmount = 0.0f;
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for (int i = 0; i < SectionCount; i++)
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{
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if (Vector2.DistanceSquared(SectionPosition(i, true), worldPosition) <= attack.DamageRange * attack.DamageRange)
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{
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damageAmount = attack.GetStructureDamage(deltaTime);
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AddDamage(i, damageAmount, attacker);
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#if CLIENT
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GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
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#endif
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}
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}
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#if CLIENT
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if (playSound)// && !SectionBodyDisabled(i))
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{
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DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
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}
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#endif
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return new AttackResult(damageAmount, 0.0f);
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}
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