- More gore particles when severing limbs!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion. - Disabled blood particles on carriers and fractal guardians.
This commit is contained in:
@@ -17,7 +17,7 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
Sound hitSound;
|
||||
private Sound hitSound;
|
||||
|
||||
public Sound HitSound
|
||||
{
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Character name="carrier" humanoid="false" health="1000" doesbleed="false">
|
||||
<Character name="carrier" humanoid="false" health="1000" doesbleed="false" usebloodparticles="false">
|
||||
|
||||
<sound file="Content/Characters/Carrier/alarm1.ogg" state="Attack" range="2000"/>
|
||||
<sound file="Content/Characters/Carrier/carrier1.ogg" state="Attack" range="2000"/>
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Character name="fractalguardian" humanoid="false" health="500.0" doesbleed="false">
|
||||
<Character name="fractalguardian" humanoid="false" health="500.0" doesbleed="false" usebloodparticles="false">
|
||||
|
||||
<sound file="Content/Characters/Fractalguardian/guardian1.ogg" state="Attack" range="3000" />
|
||||
<sound file="Content/Characters/Fractalguardian/guardian2.ogg" state="Attack" range="3000" />
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Character name="fractalguardian" humanoid="false" health="800.0" doesbleed="false">
|
||||
<Character name="fractalguardian" humanoid="false" health="800.0" doesbleed="false" usebloodparticles="false">
|
||||
|
||||
<sound file="Content/Characters/Fractalguardian/guardian1.ogg" state="Attack" range="3000" />
|
||||
<sound file="Content/Characters/Fractalguardian/guardian2.ogg" state="Attack" range="3000" />
|
||||
|
||||
@@ -124,7 +124,7 @@
|
||||
|
||||
<StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true">
|
||||
<sound file="Content/Items/Weapons/bigexplosion.ogg"/>
|
||||
<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="0.8" decal="explosion" decalsize="1.0"/>
|
||||
<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="1.0" decal="explosion" decalsize="1.0"/>
|
||||
</StatusEffect>
|
||||
|
||||
<StatusEffect type="OnActive" target="This">
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
|
||||
<sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/>
|
||||
</watersplash>
|
||||
|
||||
|
||||
<mist
|
||||
startsizemin="0.4,0.4" startsizemax="0.5,0.5"
|
||||
sizechangemin="0.25,0.25" sizechangemax="0.3,0.3"
|
||||
@@ -81,7 +81,122 @@
|
||||
velocitychange="0.0, 0.0">
|
||||
<animatedsprite texture="Content/Particles/Smoke.png" sourcerect="0,0,4096,4096" columns="8" rows="8" origin="0.5,0.5"/>
|
||||
</waterblood>
|
||||
|
||||
<bloodtrail
|
||||
lifetime="0.5"
|
||||
angularvelocitymin="0"
|
||||
angularvelocitymax="0"
|
||||
startrotationmin="0"
|
||||
startrotationmax="360"
|
||||
rotatetodirection="False"
|
||||
drag="0"
|
||||
waterdrag="0.8"
|
||||
velocitychange="0,0"
|
||||
collisionradius="30"
|
||||
collideswithwalls="False"
|
||||
deleteoncollision="False"
|
||||
friction="0.01"
|
||||
restitution="0.2"
|
||||
startsizemin="0.6,0.6"
|
||||
startsizemax="1,1"
|
||||
sizechangemin="0.2,0.2"
|
||||
sizechangemax="0.5,0.5"
|
||||
growtime="0.05"
|
||||
startcolor="0.4941176,0,0,0.4941176"
|
||||
startalpha="0.5"
|
||||
colorchange="0,0,0,-1"
|
||||
drawtarget="Both"
|
||||
blendstate="AlphaBlend"
|
||||
animduration="1"
|
||||
loopanim="True">
|
||||
<sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/>
|
||||
<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
|
||||
<sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/>
|
||||
</bloodtrail>
|
||||
|
||||
<gib
|
||||
lifetime="5"
|
||||
angularvelocitymin="-500"
|
||||
angularvelocitymax="500"
|
||||
startrotationmin="0"
|
||||
startrotationmax="360"
|
||||
rotatetodirection="True"
|
||||
drag="0"
|
||||
waterdrag="0.3"
|
||||
velocitychange="0,-8"
|
||||
velocitychangewater="0,-1"
|
||||
collisionradius="10"
|
||||
collideswithwalls="True"
|
||||
deleteoncollision="False"
|
||||
friction="0.5"
|
||||
restitution="0.1"
|
||||
startsizemin="0.3,0.3"
|
||||
startsizemax="0.6,0.6"
|
||||
sizechangemin="-0.1,-0.1"
|
||||
sizechangemax="-0.1,-0.1"
|
||||
growtime="0"
|
||||
startcolor="0.2980392,0,0,1"
|
||||
startalpha="1"
|
||||
colorchange="0,0,0,-0.3"
|
||||
drawtarget="Both"
|
||||
blendstate="AlphaBlend"
|
||||
animduration="1"
|
||||
loopanim="True">
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,64,48,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="208,64,48,32"/>
|
||||
</gib>
|
||||
|
||||
<heavygib
|
||||
lifetime="1"
|
||||
angularvelocitymin="-500"
|
||||
angularvelocitymax="500"
|
||||
startrotationmin="0"
|
||||
startrotationmax="360"
|
||||
rotatetodirection="False"
|
||||
drag="0"
|
||||
waterdrag="0.3"
|
||||
velocitychange="0,-8"
|
||||
velocitychangewater="0,-1"
|
||||
collisionradius="10"
|
||||
collideswithwalls="True"
|
||||
deleteoncollision="True"
|
||||
friction="0.5"
|
||||
restitution="0.5"
|
||||
startsizemin="0.8,0.8"
|
||||
startsizemax="1,1"
|
||||
sizechangemin="-0.5,-0.5"
|
||||
sizechangemax="-0.5,-0.5"
|
||||
growtime="0"
|
||||
startcolor="0.2980392,0,0,1"
|
||||
startalpha="1"
|
||||
colorchange="0,0,0,-0.3"
|
||||
drawtarget="Both"
|
||||
blendstate="AlphaBlend"
|
||||
animduration="1"
|
||||
loopanim="True">
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,64,32,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,64,48,32"/>
|
||||
<sprite texture="Content/Particles/shrapnel.png" sourcerect="208,64,48,32"/>
|
||||
|
||||
<ParticleEmitter
|
||||
particle="bloodtrail"
|
||||
particlespersecond="10"
|
||||
position="0,0"
|
||||
anglemin="0"
|
||||
anglemax="360"
|
||||
velocitymin="10"
|
||||
velocitymax="20"/>
|
||||
</heavygib>
|
||||
|
||||
<spark
|
||||
startsizemin="0.5,0.2" startsizemax="1.0,0.7"
|
||||
sizechangemin="-0.5,-0.5" sizechangemax="-1.0,-1.0"
|
||||
@@ -314,7 +429,7 @@
|
||||
startcolor="1.0, 1.0, 1.0" startalpha="1.0"
|
||||
colorchange="0.0, 0.0, 0.0, -0.3"
|
||||
lifetime="10.0"
|
||||
drawtarget="both"
|
||||
drawtarget="water"
|
||||
collideswithwalls="true"
|
||||
collisionradius="10.0"
|
||||
restitution="0.2"
|
||||
|
||||
@@ -541,12 +541,29 @@ namespace Barotrauma
|
||||
GetConnectedLimbs(connectedLimbs, checkedJoints, MainLimb);
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (!connectedLimbs.Contains(limb))
|
||||
if (connectedLimbs.Contains(limb)) continue;
|
||||
|
||||
limb.IsSevered = true;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (character.UseBloodParticles)
|
||||
{
|
||||
foreach (Limb limb in new Limb[] { limbJoint.LimbA, limbJoint.LimbB })
|
||||
{
|
||||
limb.IsSevered = true;
|
||||
for (int i = 0; i < MathHelper.Clamp(limb.Mass * 2.0f, 1.0f, 50.0f); i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("gib", limb.WorldPosition, Rand.Range(0.0f, MathHelper.TwoPi), Rand.Range(200.0f, 700.0f), character.CurrentHull);
|
||||
}
|
||||
|
||||
for (int i = 0; i < MathHelper.Clamp(limb.Mass * 2.0f, 1.0f, 10.0f); i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("heavygib", limb.WorldPosition, Rand.Range(0.0f, MathHelper.TwoPi), Rand.Range(50.0f, 250.0f), character.CurrentHull);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.Status });
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace Barotrauma
|
||||
public float TargetForce { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float SeverLimbsProbability { get; private set; }
|
||||
public float SeverLimbsProbability { get; set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float Priority { get; private set; }
|
||||
|
||||
@@ -425,6 +425,12 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool UseBloodParticles
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float BleedingDecreaseSpeed
|
||||
{
|
||||
get;
|
||||
@@ -633,6 +639,7 @@ namespace Barotrauma
|
||||
health = maxHealth;
|
||||
|
||||
DoesBleed = doc.Root.GetAttributeBool("doesbleed", true);
|
||||
UseBloodParticles = doc.Root.GetAttributeBool("usebloodparticles", true);
|
||||
BleedingDecreaseSpeed = doc.Root.GetAttributeFloat("bleedingdecreasespeed", 0.05f);
|
||||
|
||||
needsAir = doc.Root.GetAttributeBool("needsair", false);
|
||||
|
||||
@@ -387,23 +387,25 @@ namespace Barotrauma
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
|
||||
}
|
||||
|
||||
float bloodParticleAmount = bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
|
||||
float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
|
||||
|
||||
for (int i = 0; i < bloodParticleAmount; i++)
|
||||
if (character.UseBloodParticles)
|
||||
{
|
||||
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
|
||||
if (blood != null)
|
||||
float bloodParticleAmount = bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
|
||||
float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
|
||||
|
||||
for (int i = 0; i < bloodParticleAmount; i++)
|
||||
{
|
||||
blood.Size *= bloodParticleSize;
|
||||
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
|
||||
if (blood != null)
|
||||
{
|
||||
blood.Size *= bloodParticleSize;
|
||||
}
|
||||
}
|
||||
|
||||
if (bloodParticleAmount > 0 && character.CurrentHull != null)
|
||||
{
|
||||
character.CurrentHull.AddDecal("blood", WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (bloodParticleAmount > 0 && character.CurrentHull != null)
|
||||
{
|
||||
character.CurrentHull.AddDecal("blood", WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
if (damageType == DamageType.Burn)
|
||||
|
||||
@@ -23,6 +23,7 @@ namespace Barotrauma
|
||||
public Explosion(float range, float force, float damage, float structureDamage)
|
||||
{
|
||||
attack = new Attack(damage, structureDamage, 0.0f, range);
|
||||
attack.SeverLimbsProbability = 1.0f;
|
||||
this.force = force;
|
||||
sparks = true;
|
||||
shockwave = true;
|
||||
@@ -118,7 +119,7 @@ namespace Barotrauma
|
||||
|
||||
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
|
||||
|
||||
bool wasDead = c.IsDead;
|
||||
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
|
||||
@@ -134,6 +135,8 @@ namespace Barotrauma
|
||||
|
||||
//solid obstacles between the explosion and the limb reduce the effect of the explosion by 90%
|
||||
if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
|
||||
|
||||
distFactors.Add(limb, distFactor);
|
||||
|
||||
c.AddDamage(limb.WorldPosition, DamageType.None,
|
||||
attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor,
|
||||
@@ -143,17 +146,27 @@ namespace Barotrauma
|
||||
|
||||
if (limb.WorldPosition != worldPosition && force > 0.0f)
|
||||
{
|
||||
limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.WorldPosition - worldPosition) * distFactor * force);
|
||||
Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
|
||||
Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius;
|
||||
limb.body.ApplyLinearImpulse(limbDiff * distFactor * force, impulsePoint);
|
||||
}
|
||||
}
|
||||
|
||||
if (!wasDead && c.IsDead)
|
||||
//sever joints
|
||||
if (c.IsDead && attack.SeverLimbsProbability > 0.0f)
|
||||
{
|
||||
foreach (LimbJoint joint in c.AnimController.LimbJoints)
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
if (Rand.Range(0.0f, 1.0f) < attack.SeverLimbsProbability)
|
||||
if (!distFactors.ContainsKey(limb)) continue;
|
||||
|
||||
foreach (LimbJoint joint in c.AnimController.LimbJoints)
|
||||
{
|
||||
c.AnimController.SeverLimbJoint(joint);
|
||||
if (joint.IsSevered || (joint.LimbA != limb && joint.LimbB != limb)) continue;
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < attack.SeverLimbsProbability * distFactors[limb])
|
||||
{
|
||||
c.AnimController.SeverLimbJoint(joint);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user