v0.14.6.0
This commit is contained in:
@@ -20,7 +20,6 @@ namespace Barotrauma.Items.Components
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public Vector2 Point;
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public Vector2 Normal;
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public float Fraction;
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public HitscanResult(Fixture fixture, Vector2 point, Vector2 normal, float fraction)
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{
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Fixture = fixture;
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@@ -45,6 +44,8 @@ namespace Barotrauma.Items.Components
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private readonly Queue<Impact> impactQueue = new Queue<Impact>();
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private bool removePending;
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//continuous collision detection is used while the projectile is moving faster than this
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const float ContinuousCollisionThreshold = 5.0f;
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@@ -71,6 +72,8 @@ namespace Barotrauma.Items.Components
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}
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}
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public Character Attacker { get; set; }
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public IEnumerable<Body> Hits
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{
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get { return hits; }
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@@ -81,7 +84,11 @@ namespace Barotrauma.Items.Components
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[Serialize(10.0f, false, description: "The impulse applied to the physics body of the item when it's launched. Higher values make the projectile faster.")]
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public float LaunchImpulse { get; set; }
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[Serialize(0.0f, false, description: "The random percentage modifier used to add variance to the launch impulse.")]
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public float ImpulseSpread { get; set; }
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[Serialize(0.0f, false, description: "The rotation of the item relative to the rotation of the weapon when launched (in degrees).")]
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public float LaunchRotation
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{
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get { return MathHelper.ToDegrees(LaunchRotationRadians); }
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@@ -168,6 +175,13 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(false, false, description: "Override random spread with static spread; hitscan are launched with an equal amount of angle between them. Only applies when firing multiple hitscan.")]
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public bool StaticSpread
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{
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get;
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set;
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}
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public Body StickTarget
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{
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get;
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@@ -189,7 +203,9 @@ namespace Barotrauma.Items.Components
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if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
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Attack = new Attack(subElement, item.Name + ", Projectile");
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}
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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public override void OnItemLoaded()
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{
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@@ -264,11 +280,26 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < HitScanCount; i++)
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{
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float launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * Rand.Range(-0.5f, 0.5f));
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float launchAngle;
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if (StaticSpread)
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{
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float staticSpread = Spread / (HitScanCount - 1);
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// because the position of the item changes as hitscan are fired, we will set an
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// initial offset on the first hitscan and then increase the item's angle by a set amount as hitscan are fired
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float offset = i == 0 ? -staticSpread * (HitScanCount -1) : 0f;
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launchAngle = item.body.Rotation + MathHelper.ToRadians(staticSpread + offset);
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}
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else
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{
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launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * Rand.Range(-0.5f, 0.5f));
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}
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Vector2 launchDir = new Vector2((float)Math.Cos(launchAngle), (float)Math.Sin(launchAngle));
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if (Hitscan)
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{
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Vector2 prevSimpos = item.SimPosition;
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item.body.SetTransformIgnoreContacts(item.body.SimPosition, launchAngle);
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DoHitscan(launchDir);
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if (i < HitScanCount - 1)
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{
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@@ -277,7 +308,9 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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DoLaunch(launchDir * LaunchImpulse * item.body.Mass);
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item.body.SetTransform(item.body.SimPosition, launchAngle);
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float modifiedLaunchImpulse = LaunchImpulse * (1 + Rand.Range(-ImpulseSpread, ImpulseSpread));
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DoLaunch(launchDir * modifiedLaunchImpulse * item.body.Mass);
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}
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}
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User = character;
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@@ -331,7 +364,14 @@ namespace Barotrauma.Items.Components
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IsActive = true;
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Vector2 rayStart = simPositon;
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Vector2 rayEnd = simPositon + dir * 500.0f;
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Vector2 rayEnd = rayStart + dir * 500.0f;
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Vector2 rayStartWorld = item.WorldPosition;
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float worldDist = 1000.0f;
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#if CLIENT
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worldDist = Screen.Selected?.Cam?.WorldView.Width ?? GameMain.GraphicsWidth;
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#endif
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Vector2 rayEndWorld = rayStartWorld + dir * worldDist;
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List<HitscanResult> hits = new List<HitscanResult>();
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@@ -375,6 +415,7 @@ namespace Barotrauma.Items.Components
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item.SetTransform(h.Point, rotation);
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if (HandleProjectileCollision(h.Fixture, h.Normal, Vector2.Zero))
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{
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LaunchProjSpecific(rayStartWorld, item.WorldPosition);
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hitSomething = true;
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break;
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}
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@@ -383,6 +424,8 @@ namespace Barotrauma.Items.Components
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//the raycast didn't hit anything -> the projectile flew somewhere outside the level and is permanently lost
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if (!hitSomething)
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{
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item.body.SetTransformIgnoreContacts(item.body.SimPosition, rotation);
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LaunchProjSpecific(rayStartWorld, rayEndWorld);
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if (Entity.Spawner == null)
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{
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item.Remove();
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@@ -413,8 +456,15 @@ namespace Barotrauma.Items.Components
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var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
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GameMain.World.QueryAABB((fixture) =>
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{
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//ignore sensors and items
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if (fixture?.Body == null || fixture.IsSensor) { return true; }
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if (fixture?.Body.UserData is LevelObject levelObj)
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{
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if (!levelObj.Prefab.TakeLevelWallDamage) { return true; }
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}
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else if (fixture?.Body == null || fixture.IsSensor)
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{
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//ignore sensors and items
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return true;
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}
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if (fixture.Body.UserData is VineTile) { return true; }
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if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return true; }
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if (fixture.Body.UserData as string == "ruinroom") { return true; }
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@@ -422,6 +472,7 @@ namespace Barotrauma.Items.Components
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//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
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if (submarine != null)
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{
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if (fixture.Body.UserData is VoronoiCell) { return true; }
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if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return true; }
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}
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@@ -442,7 +493,15 @@ namespace Barotrauma.Items.Components
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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//ignore sensors and items
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if (fixture?.Body == null || fixture.IsSensor) { return -1; }
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if (fixture?.Body.UserData is LevelObject levelObj)
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{
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if (!levelObj.Prefab.TakeLevelWallDamage) { return -1; }
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}
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else if (fixture?.Body == null || fixture.IsSensor)
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{
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//ignore sensors and items
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return -1;
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}
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if (fixture.Body.UserData is VineTile) { return -1; }
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if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return -1; }
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@@ -456,21 +515,40 @@ namespace Barotrauma.Items.Components
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//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
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if (submarine != null)
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{
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if (fixture.Body.UserData is VoronoiCell) { return -1; }
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if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return -1; }
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}
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//ignore level cells if the item and the point of impact are inside a sub
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if (fixture.Body.UserData is VoronoiCell && this.item.Submarine != null)
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if (fixture.Body.UserData is VoronoiCell)
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{
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if (Hull.FindHull(ConvertUnits.ToDisplayUnits(point), this.item.CurrentHull) != null)
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if (Hull.FindHull(ConvertUnits.ToDisplayUnits(point), this.item.CurrentHull) != null && this.item.Submarine != null)
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{
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return -1;
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}
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}
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if (hits.Count > 50)
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{
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float furthestHit = 0.0f;
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int furthestHitIndex = -1;
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for (int i = 0; i < hits.Count; i++)
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{
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if (hits[i].Fraction > furthestHit)
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{
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furthestHitIndex = i;
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furthestHit = hits[i].Fraction;
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}
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}
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if (furthestHitIndex > -1)
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{
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hits.RemoveAt(furthestHitIndex);
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}
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}
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hits.Add(new HitscanResult(fixture, point, normal, fraction));
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return hits.Count < 25 ? 1 : 0;
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return 1;
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}, rayStart, rayEnd, Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel);
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return hits;
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@@ -488,14 +566,17 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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while (impactQueue.Count > 0)
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{
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var impact = impactQueue.Dequeue();
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HandleProjectileCollision(impact.Fixture, impact.Normal, impact.LinearVelocity);
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}
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if (!removePending)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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if (item.body != null && item.body.FarseerBody.IsBullet)
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{
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if (item.body.LinearVelocity.LengthSquared() < ContinuousCollisionThreshold * ContinuousCollisionThreshold)
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@@ -573,11 +654,11 @@ namespace Barotrauma.Items.Components
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}
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else if (target.Body.UserData is Limb limb)
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{
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//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
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if (limb.IsSevered)
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{
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target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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return true;
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//push the severed limb around a bit, but let the projectile pass through it
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limb.body?.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass * 0.1f, item.SimPosition);
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return false;
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}
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}
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else if (target.Body.UserData is Item item)
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@@ -594,6 +675,10 @@ namespace Barotrauma.Items.Components
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hits.Add(target.Body);
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impactQueue.Enqueue(new Impact(target, contact.Manifold.LocalNormal, item.body.LinearVelocity));
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IsActive = true;
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if (RemoveOnHit)
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{
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item.body.FarseerBody.ResetDynamics();
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}
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if (hits.Count() >= MaxTargetsToHit || target.Body.UserData is VoronoiCell)
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{
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Deactivate();
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@@ -605,6 +690,8 @@ namespace Barotrauma.Items.Components
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}
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}
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readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
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private bool HandleProjectileCollision(Fixture target, Vector2 collisionNormal, Vector2 velocity)
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{
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if (User != null && User.Removed) { User = null; }
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@@ -615,6 +702,9 @@ namespace Barotrauma.Items.Components
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return false;
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}
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float projectileNewSpeed = 0.5f;
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float projectileDeflectedNewSpeed = 0.1f;
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AttackResult attackResult = new AttackResult();
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Character character = null;
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if (target.Body.UserData is Submarine submarine)
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@@ -626,12 +716,16 @@ namespace Barotrauma.Items.Components
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}
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else if (target.Body.UserData is Limb limb)
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{
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//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
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if (limb.IsSevered) { return true; }
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if (limb.character == null || limb.character.Removed) { return false; }
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// when hitting limbs with piercing ammo, don't lose as much speed
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if (MaxTargetsToHit > 1)
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{
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projectileNewSpeed = 1f;
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projectileDeflectedNewSpeed = 0.8f;
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}
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if (limb.IsSevered || limb.character == null || limb.character.Removed) { return false; }
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limb.character.LastDamageSource = item;
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if (Attack != null) { attackResult = Attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
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if (Attack != null) { attackResult = Attack.DoDamageToLimb(User ?? Attacker, limb, item.WorldPosition, 1.0f); }
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if (limb.character != null) { character = limb.character; }
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}
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else if (target.Body.UserData is Item targetItem)
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@@ -639,18 +733,18 @@ namespace Barotrauma.Items.Components
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if (targetItem.Removed) { return false; }
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if (Attack != null && targetItem.Prefab.DamagedByProjectiles && targetItem.Condition > 0)
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{
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attackResult = Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
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attackResult = Attack.DoDamage(User ?? Attacker, targetItem, item.WorldPosition, 1.0f);
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}
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}
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else if (target.Body.UserData is IDamageable damageable)
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{
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if (Attack != null) { attackResult = Attack.DoDamage(User, damageable, item.WorldPosition, 1.0f); }
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if (Attack != null) { attackResult = Attack.DoDamage(User ?? Attacker, damageable, item.WorldPosition, 1.0f); }
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}
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else if (target.Body.UserData is VoronoiCell voronoiCell && voronoiCell.IsDestructible && Attack != null && Math.Abs(Attack.StructureDamage) > 0.0f)
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else if (target.Body.UserData is VoronoiCell voronoiCell && voronoiCell.IsDestructible && Attack != null && Math.Abs(Attack.LevelWallDamage) > 0.0f)
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{
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if (Level.Loaded?.ExtraWalls.Find(w => w.Body == target.Body) is DestructibleLevelWall destructibleWall)
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{
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attackResult = Attack.DoDamage(User, destructibleWall, item.WorldPosition, 1.0f);
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attackResult = Attack.DoDamage(User ?? Attacker, destructibleWall, item.WorldPosition, 1.0f);
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}
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}
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@@ -690,8 +784,8 @@ namespace Barotrauma.Items.Components
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if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
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effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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var targets = new List<ISerializableEntity>();
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effect.GetNearbyTargets(targetLimb.WorldPosition, targets);
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targets.Clear();
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targets.AddRange(effect.GetNearbyTargets(targetLimb.WorldPosition, targets));
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effect.Apply(ActionType.OnActive, 1.0f, targetLimb.character, targets);
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}
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@@ -731,7 +825,7 @@ namespace Barotrauma.Items.Components
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if (attackResult.AppliedDamageModifiers != null &&
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attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles))
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{
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item.body.LinearVelocity *= 0.1f;
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item.body.LinearVelocity *= projectileDeflectedNewSpeed;
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}
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else if (Vector2.Dot(velocity, collisionNormal) < 0.0f && hits.Count() >= MaxTargetsToHit &&
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target.Body.Mass > item.body.Mass * 0.5f &&
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@@ -761,13 +855,13 @@ namespace Barotrauma.Items.Components
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item.CreateServerEvent(this);
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}
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#endif
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item.body.LinearVelocity *= 0.5f;
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item.body.LinearVelocity *= projectileNewSpeed;
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return Hitscan;
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}
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else
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{
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item.body.LinearVelocity *= 0.5f;
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item.body.LinearVelocity *= projectileNewSpeed;
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}
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var containedItems = item.OwnInventory?.AllItems;
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@@ -784,15 +878,10 @@ namespace Barotrauma.Items.Components
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if (RemoveOnHit)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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{
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//clients aren't allowed to remove items by themselves, so lets hide the projectile until the server tells us to remove it
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item.HiddenInGame = Hitscan;
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}
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else
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{
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Entity.Spawner?.AddToRemoveQueue(item);
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}
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removePending = true;
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item.HiddenInGame = true;
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item.body.FarseerBody.Enabled = false;
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Entity.Spawner?.AddToRemoveQueue(item);
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}
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return true;
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@@ -876,5 +965,6 @@ namespace Barotrauma.Items.Components
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}
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}
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partial void LaunchProjSpecific(Vector2 startLocation, Vector2 endLocation);
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}
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}
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