Faction Test 100.4.0.0
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+18
-17
@@ -168,7 +168,7 @@ namespace Barotrauma
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{
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get
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{
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float shoulderHeight = Collider.height / 2.0f;
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float shoulderHeight = Collider.Height / 2.0f;
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if (inWater)
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{
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shoulderHeight += 0.4f;
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@@ -299,7 +299,7 @@ namespace Barotrauma
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Collider.SetTransform(new Vector2(
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Collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
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Math.Max(lowestLimb.SimPosition.Y + (Collider.Radius + Collider.Height / 2), Collider.SimPosition.Y)),
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Collider.Rotation);
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Collider.FarseerBody.ResetDynamics();
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@@ -610,15 +610,18 @@ namespace Barotrauma
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torsoAngle -= herpesStrength / 150.0f;
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torso.body.SmoothRotate(torsoAngle * Dir, CurrentGroundedParams.TorsoTorque);
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}
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if (!Aiming && CurrentGroundedParams.FixedHeadAngle && HeadAngle.HasValue)
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if (!head.Disabled)
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{
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float headAngle = HeadAngle.Value;
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if (Crouching && !movingHorizontally) { headAngle -= HumanCrouchParams.ExtraHeadAngleWhenStationary; }
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head.body.SmoothRotate(headAngle * Dir, CurrentGroundedParams.HeadTorque);
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}
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else
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{
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RotateHead(head);
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if (!Aiming && CurrentGroundedParams.FixedHeadAngle && HeadAngle.HasValue)
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{
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float headAngle = HeadAngle.Value;
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if (Crouching && !movingHorizontally) { headAngle -= HumanCrouchParams.ExtraHeadAngleWhenStationary; }
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head.body.SmoothRotate(headAngle * Dir, CurrentGroundedParams.HeadTorque);
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}
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else
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{
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RotateHead(head);
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}
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}
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if (!onGround)
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@@ -1117,7 +1120,7 @@ namespace Barotrauma
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ladderSimPos -= currentHull.Submarine.SimPosition;
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}
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float bottomPos = Collider.SimPosition.Y - ColliderHeightFromFloor - Collider.radius - Collider.height / 2.0f;
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float bottomPos = Collider.SimPosition.Y - ColliderHeightFromFloor - Collider.Radius - Collider.Height / 2.0f;
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float torsoPos = TorsoPosition ?? 0;
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.35f * Dir, bottomPos + torsoPos), 10.5f);
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float headPos = HeadPosition ?? 0;
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@@ -1212,7 +1215,7 @@ namespace Barotrauma
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if (character.SimPosition.Y > ladderSimPos.Y) { climbForce.Y = Math.Min(0.0f, climbForce.Y); }
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//reached the bottom -> can't go further down
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float minHeightFromFloor = ColliderHeightFromFloor / 2 + Collider.height;
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float minHeightFromFloor = ColliderHeightFromFloor / 2 + Collider.Height;
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if (floorFixture != null &&
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!floorFixture.CollisionCategories.HasFlag(Physics.CollisionStairs) &&
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!floorFixture.CollisionCategories.HasFlag(Physics.CollisionPlatform) &&
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@@ -1389,7 +1392,7 @@ namespace Barotrauma
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target.Oxygen += deltaTime * 0.5f; //Stabilize them
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}
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bool powerfulCPR = character.HasAbilityFlag(AbilityFlags.PowerfulCPR);
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float cprBoost = character.GetStatValue(StatTypes.CPRBoost);
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int skill = (int)character.GetSkillLevel("medical");
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//pump for 15 seconds (cprAnimTimer 0-15), then do mouth-to-mouth for 2 seconds (cprAnimTimer 15-17)
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@@ -1406,7 +1409,7 @@ namespace Barotrauma
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{
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if (target.Oxygen < -10.0f)
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{
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if (powerfulCPR)
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if (cprBoost >= 1f)
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{
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//prevent the patient from suffocating no matter how fast their oxygen level is dropping
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target.Oxygen = Math.Max(target.Oxygen, -10.0f);
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@@ -1453,7 +1456,7 @@ namespace Barotrauma
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reviveChance = (float)Math.Pow(reviveChance, CPRSettings.Active.ReviveChanceExponent);
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reviveChance = MathHelper.Clamp(reviveChance, CPRSettings.Active.ReviveChanceMin, CPRSettings.Active.ReviveChanceMax);
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if (powerfulCPR) { reviveChance *= 2.0f; }
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reviveChance *= 1f + cprBoost;
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if (Rand.Range(0.0f, 1.0f, Rand.RandSync.ServerAndClient) <= reviveChance)
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{
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@@ -1833,8 +1836,6 @@ namespace Barotrauma
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{
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heldItem.FlipX(relativeToSub: false);
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}
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// TODO: was this added by a mistake?
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//heldItem.FlipX(relativeToSub: false);
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}
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foreach (Limb limb in Limbs)
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