(7e0adb991) Fixed legacy items failing to load if a sub is saved with a language other than English and the language then changed to something else.
This commit is contained in:
@@ -223,6 +223,7 @@
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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</Compile>
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</Compile>
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\OpenFileDialog.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
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</ItemGroup>
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</ItemGroup>
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@@ -247,6 +247,9 @@
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<None Include="System.Configuration.dll">
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<None Include="System.Configuration.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</None>
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<None Include="Accessibility.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="System.Core.dll">
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<None Include="System.Core.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</None>
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@@ -268,6 +271,12 @@
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<None Include="System.Security.dll">
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<None Include="System.Security.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</None>
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<None Include="System.Windows.Forms.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="System.Windows.Forms.dll.config">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="System.Xml.dll">
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<None Include="System.Xml.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</None>
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@@ -606,7 +606,7 @@ namespace Barotrauma
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.ThenByDescending(a => a.Strength).FirstOrDefault();
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.ThenByDescending(a => a.Strength).FirstOrDefault();
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if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
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if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
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{
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{
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var limbHealth = GetMathingLimbHealth(affliction);
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var limbHealth = GetMatchingLimbHealth(affliction);
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if (limbHealth != null)
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if (limbHealth != null)
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{
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{
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selectedLimbIndex = limbHealths.IndexOf(limbHealth);
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selectedLimbIndex = limbHealths.IndexOf(limbHealth);
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@@ -118,27 +118,21 @@ namespace Barotrauma
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switch (subElement.Name.ToString().ToLowerInvariant())
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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{
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case "font":
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case "font":
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if (Font == null) { continue; }
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Font.Size = GetFontSize(subElement);
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Font.Size = GetFontSize(subElement);
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break;
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break;
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case "smallfont":
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case "smallfont":
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if (SmallFont == null) { continue; }
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SmallFont.Size = GetFontSize(subElement);
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SmallFont.Size = GetFontSize(subElement);
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break;
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break;
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case "largefont":
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case "largefont":
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if (LargeFont == null) { continue; }
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LargeFont.Size = GetFontSize(subElement);
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LargeFont.Size = GetFontSize(subElement);
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break;
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break;
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case "objectivetitle":
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case "objectivetitle":
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if (ObjectiveTitleFont == null) { continue; }
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ObjectiveTitleFont.Size = GetFontSize(subElement);
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ObjectiveTitleFont.Size = GetFontSize(subElement);
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break;
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break;
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case "objectivename":
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case "objectivename":
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if (ObjectiveNameFont == null) { continue; }
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ObjectiveNameFont.Size = GetFontSize(subElement);
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ObjectiveNameFont.Size = GetFontSize(subElement);
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break;
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break;
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case "videotitle":
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case "videotitle":
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if (VideoTitleFont == null) { continue; }
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VideoTitleFont.Size = GetFontSize(subElement);
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VideoTitleFont.Size = GetFontSize(subElement);
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break;
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break;
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}
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}
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@@ -236,6 +236,8 @@ namespace Barotrauma
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GraphicsDeviceManager.PreferredBackBufferWidth = GraphicsWidth;
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GraphicsDeviceManager.PreferredBackBufferWidth = GraphicsWidth;
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GraphicsDeviceManager.PreferredBackBufferHeight = GraphicsHeight;
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GraphicsDeviceManager.PreferredBackBufferHeight = GraphicsHeight;
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GraphicsDeviceManager.ApplyChanges();
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}
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}
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public void ResetViewPort()
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public void ResetViewPort()
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@@ -253,7 +255,7 @@ namespace Barotrauma
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{
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{
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base.Initialize();
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base.Initialize();
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RequestGraphicsSettings();
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ApplyGraphicsSettings();
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ScissorTestEnable = new RasterizerState() { ScissorTestEnable = true };
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ScissorTestEnable = new RasterizerState() { ScissorTestEnable = true };
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@@ -292,38 +294,6 @@ namespace Barotrauma
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#endif
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#endif
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loadingCoroutine = CoroutineManager.StartCoroutine(Load(canLoadInSeparateThread), "", canLoadInSeparateThread);
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loadingCoroutine = CoroutineManager.StartCoroutine(Load(canLoadInSeparateThread), "", canLoadInSeparateThread);
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#if WINDOWS
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var gameForm = (System.Windows.Forms.Form)System.Windows.Forms.Form.FromHandle(Window.Handle);
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gameForm.Activated += new EventHandler(HandleFocus);
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gameForm.Deactivate += new EventHandler(HandleDefocus);
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if (WindowActive) { HandleFocus(null, null); }
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#endif
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}
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#if WINDOWS
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private void HandleFocus(object sender, EventArgs e)
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{
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CoroutineManager.StopCoroutines("FocusCoroutine");
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CoroutineManager.StartCoroutine(FocusCoroutine(),"FocusCoroutine");
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}
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private IEnumerable<object> FocusCoroutine()
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{
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yield return new WaitForSeconds(0.01f);
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ApplyGraphicsSettings();
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yield return CoroutineStatus.Success;
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}
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private void HandleDefocus(object sender, EventArgs e)
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{
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CoroutineManager.StopCoroutines("FocusCoroutine");
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GraphicsDeviceManager.IsFullScreen = false;
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GraphicsDeviceManager.ApplyChanges();
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}
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#endif
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loadingCoroutine = CoroutineManager.StartCoroutine(Load(canLoadInSeparateThread), "", canLoadInSeparateThread);
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}
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}
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private void InitUserStats()
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private void InitUserStats()
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@@ -841,7 +841,7 @@ namespace Barotrauma
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GraphicsWidth = mode.Width;
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GraphicsWidth = mode.Width;
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GraphicsHeight = mode.Height;
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GraphicsHeight = mode.Height;
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GameMain.Instance.RequestGraphicsSettings();
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GameMain.Instance.ApplyGraphicsSettings();
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UnsavedSettings = true;
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UnsavedSettings = true;
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return true;
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return true;
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@@ -980,7 +980,7 @@ namespace Barotrauma
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if (GameMain.WindowMode != GameMain.Config.WindowMode)
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if (GameMain.WindowMode != GameMain.Config.WindowMode)
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{
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{
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GameMain.Instance.RequestGraphicsSettings();
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GameMain.Instance.ApplyGraphicsSettings();
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}
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}
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if (GameMain.GraphicsWidth != GameMain.Config.GraphicsWidth || GameMain.GraphicsHeight != GameMain.Config.GraphicsHeight)
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if (GameMain.GraphicsWidth != GameMain.Config.GraphicsWidth || GameMain.GraphicsHeight != GameMain.Config.GraphicsHeight)
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@@ -967,7 +967,7 @@ namespace Barotrauma
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{
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{
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try
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try
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{
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{
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OpenFileDialog ofd = new OpenFileDialog()
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Barotrauma.OpenFileDialog ofd = new Barotrauma.OpenFileDialog()
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{
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{
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Multiselect = true,
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Multiselect = true,
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InitialDirectory = Path.GetFullPath(SteamManager.WorkshopItemStagingFolder),
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InitialDirectory = Path.GetFullPath(SteamManager.WorkshopItemStagingFolder),
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@@ -1078,7 +1078,7 @@ namespace Barotrauma
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{
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{
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try
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try
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{
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{
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OpenFileDialog ofd = new OpenFileDialog()
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Barotrauma.OpenFileDialog ofd = new Barotrauma.OpenFileDialog()
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{
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{
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InitialDirectory = Path.GetFullPath(SteamManager.WorkshopItemStagingFolder),
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InitialDirectory = Path.GetFullPath(SteamManager.WorkshopItemStagingFolder),
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Title = TextManager.Get("workshopitemaddfiles"),
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Title = TextManager.Get("workshopitemaddfiles"),
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@@ -1074,7 +1074,7 @@ namespace Barotrauma
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{
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{
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OnClicked = (btn, userdata) =>
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OnClicked = (btn, userdata) =>
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{
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{
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OpenFileDialog ofd = new OpenFileDialog()
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Barotrauma.OpenFileDialog ofd = new Barotrauma.OpenFileDialog()
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{
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{
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InitialDirectory = Path.GetFullPath(Submarine.SavePath),
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InitialDirectory = Path.GetFullPath(Submarine.SavePath),
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Filter = "PNG file|*.png",
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Filter = "PNG file|*.png",
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@@ -202,22 +202,18 @@ namespace Barotrauma
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if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
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if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
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Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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Character.AnimController.TargetMovement = targetMovement;
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Character.AnimController.TargetMovement = targetMovement;
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if (!NeedsDivingGear(Character.CurrentHull))
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if (!NeedsDivingGear(Character.CurrentHull))
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{
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{
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bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
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bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
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bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
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bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
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bool removeDivingSuit = oxygenLow && !highPressure;
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// Don't allow to drop the diving suit in water or while climbing or if the current path has stairs
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if (!removeDivingSuit)
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bool removeDivingSuit =
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{
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(oxygenLow && !highPressure) ||
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bool targetHasNoSuit = objectiveManager.CurrentOrder is AIObjectiveGoTo gtObj && gtObj.mimic && !HasDivingSuit(gtObj.Target as Character);
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(!shouldKeepTheGearOn &&
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bool canDropTheSuit = Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs;
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Character.CurrentHull.WaterPercentage < 1 &&
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removeDivingSuit = (!shouldKeepTheGearOn || targetHasNoSuit) && canDropTheSuit;
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!Character.IsClimbing &&
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}
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steeringManager == insideSteering &&
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!PathSteering.InStairs);
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if (removeDivingSuit)
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if (removeDivingSuit)
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{
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{
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var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
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var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
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@@ -227,7 +223,8 @@ namespace Barotrauma
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divingSuit.Drop(Character);
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divingSuit.Drop(Character);
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}
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}
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}
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}
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bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20);
|
bool targetHasNoMask = objectiveManager.CurrentOrder is AIObjectiveGoTo gotoObjective && gotoObjective.mimic && !HasDivingMask(gotoObjective.Target as Character);
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bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20) || targetHasNoMask;
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if (takeMaskOff)
|
if (takeMaskOff)
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{
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{
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var mask = Character.Inventory.FindItemByIdentifier("divingmask");
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var mask = Character.Inventory.FindItemByIdentifier("divingmask");
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@@ -336,7 +333,7 @@ namespace Barotrauma
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if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
|
if (AIObjectiveFixLeaks.IsValidTarget(gap, Character))
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{
|
{
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AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap);
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AddTargets<AIObjectiveFixLeaks, Gap>(Character, gap);
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if (newOrder == null)
|
if (newOrder == null && !gap.IsRoomToRoom)
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{
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
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newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
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newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
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+1
-2
@@ -122,9 +122,8 @@ namespace Barotrauma
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goToObjective = null;
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goToObjective = null;
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}
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}
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TryAddSubObjective(ref goToObjective,
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TryAddSubObjective(ref goToObjective,
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constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: false)
|
constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
|
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{
|
{
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// If we need diving gear, we should already have it, if possible.
|
|
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
|
AllowGoingOutside = HumanAIController.HasDivingSuit(character)
|
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},
|
},
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onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
|
onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
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|
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+2
-1
@@ -36,7 +36,8 @@ namespace Barotrauma
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[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
|
[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
|
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public float JointScale { get; set; }
|
public float JointScale { get; set; }
|
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|
|
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[Serialize(1f, true), Editable(DecimalCount = 2)]
|
// 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.
|
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|
[Serialize(1f, false)]
|
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public float TextureScale { get; set; }
|
public float TextureScale { get; set; }
|
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|
|
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[Serialize(45f, true), Editable(0f, 1000f)]
|
[Serialize(45f, true), Editable(0f, 1000f)]
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@@ -232,13 +232,13 @@ namespace Barotrauma
|
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}
|
}
|
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|
|
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private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
|
private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
|
||||||
private LimbHealth GetMathingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
|
private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
|
||||||
|
|
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/// <summary>
|
/// <summary>
|
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/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
|
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
|
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/// </summary>
|
/// </summary>
|
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private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
|
private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
|
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=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb));
|
=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMatchingLimbHealth(a) == limb));
|
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|
|
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public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
|
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -40,6 +40,9 @@ namespace Barotrauma.Items.Components
|
|||||||
[Serialize(false, false)]
|
[Serialize(false, false)]
|
||||||
public bool RepairThroughWalls { get; set; }
|
public bool RepairThroughWalls { get; set; }
|
||||||
|
|
||||||
|
[Serialize(false, false)]
|
||||||
|
public bool RepairMultiple { get; set; }
|
||||||
|
|
||||||
public Vector2 TransformedBarrelPos
|
public Vector2 TransformedBarrelPos
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@@ -158,12 +161,22 @@ namespace Barotrauma.Items.Components
|
|||||||
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
|
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
|
||||||
{
|
{
|
||||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
|
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);
|
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
|
||||||
|
Type lastHitType = null;
|
||||||
foreach (Body body in bodies)
|
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
|
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;
|
pickedPosition = Submarine.LastPickedPosition;
|
||||||
|
|
||||||
if (targetBody.UserData is Structure targetStructure)
|
if (targetBody.UserData is Structure targetStructure)
|
||||||
{
|
{
|
||||||
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return;
|
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; }
|
||||||
if (targetStructure.IsPlatform) return;
|
if (targetStructure.IsPlatform) { return false; }
|
||||||
|
|
||||||
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
|
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
|
||||||
if (sectionIndex < 0) return;
|
if (sectionIndex < 0) { return false; }
|
||||||
|
|
||||||
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
|
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
|
||||||
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
|
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
|
||||||
@@ -239,12 +252,14 @@ namespace Barotrauma.Items.Components
|
|||||||
targetCharacter.LastDamageSource = item;
|
targetCharacter.LastDamageSource = item;
|
||||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
|
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
|
||||||
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
|
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
else if (targetBody.UserData is Limb targetLimb)
|
else if (targetBody.UserData is Limb targetLimb)
|
||||||
{
|
{
|
||||||
targetLimb.character.LastDamageSource = item;
|
targetLimb.character.LastDamageSource = item;
|
||||||
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
|
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
|
||||||
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
|
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
else if (targetBody.UserData is Item targetItem)
|
else if (targetBody.UserData is Item targetItem)
|
||||||
{
|
{
|
||||||
@@ -269,6 +284,7 @@ namespace Barotrauma.Items.Components
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
|
FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2033,8 +2033,8 @@ namespace Barotrauma
|
|||||||
XElement element = new XElement("Item");
|
XElement element = new XElement("Item");
|
||||||
|
|
||||||
element.Add(
|
element.Add(
|
||||||
new XAttribute("name", prefab.Name),
|
new XAttribute("name", Prefab.OriginalName),
|
||||||
new XAttribute("identifier", prefab.Identifier),
|
new XAttribute("identifier", Prefab.Identifier),
|
||||||
new XAttribute("ID", ID));
|
new XAttribute("ID", ID));
|
||||||
|
|
||||||
if (FlippedX) element.Add(new XAttribute("flippedx", true));
|
if (FlippedX) element.Add(new XAttribute("flippedx", true));
|
||||||
|
|||||||
@@ -145,6 +145,11 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private List<XElement> fabricationRecipeElements = new List<XElement>();
|
private List<XElement> fabricationRecipeElements = new List<XElement>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Original, non-translated name as defined in the xml
|
||||||
|
/// </summary>
|
||||||
|
public readonly string OriginalName;
|
||||||
|
|
||||||
public string ConfigFile
|
public string ConfigFile
|
||||||
{
|
{
|
||||||
get { return configFile; }
|
get { return configFile; }
|
||||||
@@ -440,7 +445,7 @@ namespace Barotrauma
|
|||||||
configFile = filePath;
|
configFile = filePath;
|
||||||
ConfigElement = element;
|
ConfigElement = element;
|
||||||
|
|
||||||
string nonTranslatedName = element.GetAttributeString("name", "");
|
OriginalName = element.GetAttributeString("name", "");
|
||||||
identifier = element.GetAttributeString("identifier", "");
|
identifier = element.GetAttributeString("identifier", "");
|
||||||
|
|
||||||
//nameidentifier can be used to make multiple items use the same names and descriptions
|
//nameidentifier can be used to make multiple items use the same names and descriptions
|
||||||
@@ -448,11 +453,11 @@ namespace Barotrauma
|
|||||||
|
|
||||||
if (string.IsNullOrEmpty(nameIdentifier))
|
if (string.IsNullOrEmpty(nameIdentifier))
|
||||||
{
|
{
|
||||||
name = TextManager.Get("EntityName." + identifier, true) ?? nonTranslatedName;
|
name = TextManager.Get("EntityName." + identifier, true) ?? OriginalName;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
name = TextManager.Get("EntityName." + nameIdentifier, true) ?? nonTranslatedName;
|
name = TextManager.Get("EntityName." + nameIdentifier, true) ?? OriginalName;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (name == "") { DebugConsole.ThrowError("Unnamed item in " + filePath + "!"); }
|
if (name == "") { DebugConsole.ThrowError("Unnamed item in " + filePath + "!"); }
|
||||||
@@ -462,7 +467,7 @@ namespace Barotrauma
|
|||||||
Aliases = new HashSet<string>
|
Aliases = new HashSet<string>
|
||||||
(element.GetAttributeStringArray("aliases", null, convertToLowerInvariant: true) ??
|
(element.GetAttributeStringArray("aliases", null, convertToLowerInvariant: true) ??
|
||||||
element.GetAttributeStringArray("Aliases", new string[0], convertToLowerInvariant: true));
|
element.GetAttributeStringArray("Aliases", new string[0], convertToLowerInvariant: true));
|
||||||
Aliases.Add(nonTranslatedName.ToLowerInvariant());
|
Aliases.Add(OriginalName.ToLowerInvariant());
|
||||||
|
|
||||||
if (!Enum.TryParse(element.GetAttributeString("category", "Misc"), true, out MapEntityCategory category))
|
if (!Enum.TryParse(element.GetAttributeString("category", "Misc"), true, out MapEntityCategory category))
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -730,7 +730,15 @@ namespace Barotrauma
|
|||||||
return closestBody;
|
return closestBody;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
|
private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
|
||||||
|
private static readonly List<Body> bodies = new List<Body>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
|
||||||
|
/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
|
||||||
|
public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
|
||||||
{
|
{
|
||||||
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
|
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
|
||||||
{
|
{
|
||||||
@@ -738,20 +746,25 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
|
|
||||||
float closestFraction = 1.0f;
|
float closestFraction = 1.0f;
|
||||||
List<Body> bodies = new List<Body>();
|
bodies.Clear();
|
||||||
|
bodyDist.Clear();
|
||||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||||
{
|
{
|
||||||
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
|
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)
|
if (fraction < closestFraction)
|
||||||
{
|
{
|
||||||
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
|
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
|
||||||
lastPickedFraction = fraction;
|
lastPickedFraction = fraction;
|
||||||
lastPickedNormal = normal;
|
lastPickedNormal = normal;
|
||||||
}
|
}
|
||||||
|
//continue
|
||||||
return fraction;
|
return -1;
|
||||||
}, rayStart, rayEnd);
|
}, rayStart, rayEnd);
|
||||||
|
|
||||||
if (allowInsideFixture)
|
if (allowInsideFixture)
|
||||||
@@ -770,10 +783,12 @@ namespace Barotrauma
|
|||||||
lastPickedFraction = 0.0f;
|
lastPickedFraction = 0.0f;
|
||||||
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
|
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
|
||||||
bodies.Add(fixture.Body);
|
bodies.Add(fixture.Body);
|
||||||
|
bodyDist[fixture.Body] = 0.0f;
|
||||||
return false;
|
return false;
|
||||||
}, ref aabb);
|
}, ref aabb);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
|
||||||
return bodies;
|
return bodies;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user