Faction Test 100.4.0.0
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@@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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@@ -180,15 +181,30 @@ namespace Barotrauma
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[Serialize(0.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
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public float LevelWallDamage { get; set; }
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[Serialize(false, IsPropertySaveable.Yes)]
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool Ranged { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description:"Only affects ranged attacks.")]
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[Serialize(false, IsPropertySaveable.Yes, description:"Only affects ranged attacks."), Editable]
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public bool AvoidFriendlyFire { get; set; }
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[Serialize(20f, IsPropertySaveable.Yes)]
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[Serialize(20f, IsPropertySaveable.Yes, description: "Only affects ranged attacks."), Editable]
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public float RequiredAngle { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes, description: "By default uses the same value as RequiredAngle. Use if you want to allow selecting the attack but not shooting until the angle is smaller. Only affects ranged attacks."), Editable]
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public float RequiredAngleToShoot { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes, description: "How much the attack limb is rotated towards the target. Default 0 = no rotation. Only affects ranged attacks."), Editable]
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public float AimRotationTorque { get; set; }
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[Serialize(-1, IsPropertySaveable.Yes, description: "Reference to the limb we apply the aim rotation to. By default same as the attack limb. Only affects ranged attacks."), Editable]
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public int RotationLimbIndex { get; set; }
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[Serialize(0f, IsPropertySaveable.Yes, description:"How much the held weapon is swayed back and forth while aiming. Only affects monsters using ranged weapons (items). Default 0 means the weapon is not swayed at all."), Editable]
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public float SwayAmount { get; set; }
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[Serialize(5f, IsPropertySaveable.Yes, description: "How fast the held weapon is swayed back and forth while aiming. Only affects monsters using ranged weapons (items)."), Editable]
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public float SwayFrequency { get; set; }
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/// <summary>
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/// Legacy support. Use Afflictions.
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/// </summary>
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@@ -521,7 +537,7 @@ namespace Barotrauma
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effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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targets.Clear();
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targets.AddRange(effect.GetNearbyTargets(worldPosition, targets));
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effect.AddNearbyTargets(worldPosition, targets);
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effect.Apply(effectType, deltaTime, targetEntity, targets);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
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@@ -529,6 +545,12 @@ namespace Barotrauma
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effect.Apply(effectType, deltaTime, targetEntity, attacker, worldPosition);
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}
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Contained))
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{
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targets.Clear();
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targets.AddRange(attacker.Inventory.AllItems);
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effect.Apply(effectType, deltaTime, attacker, targets);
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}
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}
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return attackResult;
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@@ -554,7 +576,15 @@ namespace Barotrauma
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DamageParticles(deltaTime, worldPosition);
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var attackResult = targetLimb.character.ApplyAttack(attacker, worldPosition, this, deltaTime, playSound, targetLimb, penetration: Penetration);
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float penetration = Penetration;
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float? penetrationValue = SourceItem?.GetComponent<RangedWeapon>()?.Penetration;
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if (penetrationValue.HasValue)
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{
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penetration += penetrationValue.Value;
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}
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var attackResult = targetLimb.character.ApplyAttack(attacker, worldPosition, this, deltaTime, playSound, targetLimb, penetration);
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var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
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foreach (StatusEffect effect in statusEffects)
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@@ -584,13 +614,19 @@ namespace Barotrauma
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effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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targets.Clear();
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targets.AddRange(effect.GetNearbyTargets(worldPosition, targets));
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effect.AddNearbyTargets(worldPosition, targets);
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effect.Apply(effectType, deltaTime, targetLimb.character, targets);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
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{
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effect.Apply(effectType, deltaTime, targetLimb.character, attacker, worldPosition);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Contained))
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{
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targets.Clear();
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targets.AddRange(attacker.Inventory.AllItems);
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effect.Apply(effectType, deltaTime, attacker, targets);
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}
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}
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return attackResult;
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