Unstable 0.1500.6.0 (1984 edition)
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@@ -598,9 +598,12 @@ namespace Barotrauma.Items.Components
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DebugConsole.AddWarning("Character without CharacterInfo attempting to attach a limited attachable item!");
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return false;
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}
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Vector2 attachPos = GetAttachPosition(character, useWorldCoordinates: true);
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Structure attachTarget = Structure.GetAttachTarget(attachPos);
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int maxAttachableCount = (int)character.Info.GetSavedStatValue(StatTypes.MaxAttachableCount, item.Prefab.Identifier);
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int currentlyAttachedCount = Item.ItemList.Count(
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i => i.Submarine == item.Submarine && i.GetComponent<Holdable>() is Holdable holdable && holdable.Attached && i.Prefab.Identifier == item.prefab.Identifier);
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i => i.Submarine == attachTarget?.Submarine && i.GetComponent<Holdable>() is Holdable holdable && holdable.Attached && i.Prefab.Identifier == item.prefab.Identifier);
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if (currentlyAttachedCount >= maxAttachableCount)
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{
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#if CLIENT
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@@ -77,6 +77,7 @@ namespace Barotrauma.Items.Components
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};
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}
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item.IsShootable = true;
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item.RequireAimToUse = element.Parent.GetAttributeBool("requireaimtouse", true);
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PreferredContainedItems = element.GetAttributeStringArray("preferredcontaineditems", new string[0], convertToLowerInvariant: true);
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}
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@@ -210,7 +211,7 @@ namespace Barotrauma.Items.Components
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bool aim = item.RequireAimToUse && picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
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if (aim)
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{
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
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}
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else
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@@ -222,16 +223,16 @@ namespace Barotrauma.Items.Components
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else
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{
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// TODO: We might want to make this configurable
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hitPos = MathUtils.WrapAnglePi(hitPos - deltaTime * 15f);
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hitPos -= deltaTime * 15f;
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if (Swing)
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{
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ac.HoldItem(deltaTime, item, handlePos, SwingPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos);
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ac.HoldItem(deltaTime, item, handlePos, SwingPos, Vector2.Zero, aim: false, hitPos, holdAngle);
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}
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else
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{
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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}
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if (hitPos < -MathHelper.PiOver2)
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if (hitPos < -MathHelper.Pi)
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{
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RestoreCollision();
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hitting = false;
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@@ -74,8 +74,8 @@ namespace Barotrauma.Items.Components
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
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Vector2 flippedPos = barrelPos;
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if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
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return Vector2.Transform(flippedPos, bodyTransform);
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if (item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
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return Vector2.Transform(flippedPos, bodyTransform) * item.Scale;
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}
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}
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@@ -712,7 +712,7 @@ namespace Barotrauma.Items.Components
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humanAnim.Crouching = true;
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}
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}
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if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.inWater))
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if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.InWater))
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{
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// Steer closer
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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