- 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.
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@@ -23,6 +23,7 @@ namespace Barotrauma
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public Explosion(float range, float force, float damage, float structureDamage)
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{
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attack = new Attack(damage, structureDamage, 0.0f, range);
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attack.SeverLimbsProbability = 1.0f;
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this.force = force;
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sparks = true;
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shockwave = true;
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@@ -118,7 +119,7 @@ namespace Barotrauma
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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bool wasDead = c.IsDead;
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
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@@ -134,6 +135,8 @@ namespace Barotrauma
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//solid obstacles between the explosion and the limb reduce the effect of the explosion by 90%
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if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
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distFactors.Add(limb, distFactor);
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c.AddDamage(limb.WorldPosition, DamageType.None,
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attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor,
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@@ -143,17 +146,27 @@ namespace Barotrauma
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if (limb.WorldPosition != worldPosition && force > 0.0f)
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{
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limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.WorldPosition - worldPosition) * distFactor * force);
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Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
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Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius;
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limb.body.ApplyLinearImpulse(limbDiff * distFactor * force, impulsePoint);
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}
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}
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if (!wasDead && c.IsDead)
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//sever joints
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if (c.IsDead && attack.SeverLimbsProbability > 0.0f)
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{
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foreach (LimbJoint joint in c.AnimController.LimbJoints)
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (Rand.Range(0.0f, 1.0f) < attack.SeverLimbsProbability)
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if (!distFactors.ContainsKey(limb)) continue;
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foreach (LimbJoint joint in c.AnimController.LimbJoints)
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{
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c.AnimController.SeverLimbJoint(joint);
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if (joint.IsSevered || (joint.LimbA != limb && joint.LimbB != limb)) continue;
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if (Rand.Range(0.0f, 1.0f) < attack.SeverLimbsProbability * distFactors[limb])
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{
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c.AnimController.SeverLimbJoint(joint);
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}
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}
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}
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}
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