(b35e82550) Added a longer delay to getting killed by pressure (5 seconds in max pressure), made the pressure-zoom-in effect appear as soon as the pressure in a room starts to rise (not after it's half-way to lethal pressure), added blood particle effects when under high pressure
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@@ -23,6 +23,8 @@ namespace Barotrauma
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protected float hudInfoTimer;
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protected float hudInfoTimer;
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protected bool hudInfoVisible;
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protected bool hudInfoVisible;
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private float pressureParticleTimer;
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private float findFocusedTimer;
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private float findFocusedTimer;
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protected float lastRecvPositionUpdateTime;
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protected float lastRecvPositionUpdateTime;
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@@ -170,13 +172,23 @@ namespace Barotrauma
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{
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{
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if (needsAir &&
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if (needsAir &&
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pressureProtection < 80.0f &&
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pressureProtection < 80.0f &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 0.0f))
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{
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{
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float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
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float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
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if (pressure > 0.0f)
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{
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float zoomInEffectStrength = MathHelper.Clamp(pressure / 100.0f, 0.1f, 1.0f);
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cam.Zoom = MathHelper.Lerp(cam.Zoom,
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cam.DefaultZoom + (Math.Max(pressure, 10) / 150.0f) * Rand.Range(0.9f, 1.1f),
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zoomInEffectStrength);
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cam.Zoom = MathHelper.Lerp(cam.Zoom,
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pressureParticleTimer += pressure * deltaTime;
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(pressure / 50.0f) * Rand.Range(1.0f, 1.05f),
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if (pressureParticleTimer > 10.0f)
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(pressure - 50.0f) / 50.0f);
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{
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Particle p = GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition + Rand.Vector(5.0f), Rand.Vector(10.0f));
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pressureParticleTimer = 0.0f;
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}
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}
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}
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}
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if (IsHumanoid)
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if (IsHumanoid)
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@@ -713,7 +725,7 @@ namespace Barotrauma
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 10; i++)
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{
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{
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Particle p = GameMain.ParticleManager.CreateParticle("waterblood",
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Particle p = GameMain.ParticleManager.CreateParticle("waterblood",
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ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
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WorldPosition + Rand.Vector(5.0f),
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Rand.Vector(10.0f));
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Rand.Vector(10.0f));
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if (p != null) p.Size *= 2.0f;
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if (p != null) p.Size *= 2.0f;
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@@ -701,6 +701,25 @@ namespace Barotrauma
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}
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}
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};
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};
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//spacing
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new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
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new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
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TextManager.Get("Cancel"), style: "GUIButtonLarge")
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{
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IgnoreLayoutGroups = true,
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OnClicked = (x, y) =>
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{
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if (UnsavedSettings)
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{
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LoadPlayerConfig();
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}
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if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
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GUI.SettingsMenuOpen = false;
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return true;
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}
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};
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applyButton = new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomRight),
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applyButton = new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomRight),
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TextManager.Get("ApplySettingsButton"), style: "GUIButtonLarge")
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TextManager.Get("ApplySettingsButton"), style: "GUIButtonLarge")
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{
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{
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@@ -1898,15 +1898,22 @@ namespace Barotrauma
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//cannot be protected from pressure when below crush depth
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//cannot be protected from pressure when below crush depth
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protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
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protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
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//implode if not protected from pressure, and either outside or in a high-pressure hull
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//implode if not protected from pressure, and either outside or in a high-pressure hull
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if (!protectedFromPressure &&
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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{
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{
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PressureTimer += ((AnimController.CurrentHull == null) ?
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if (CharacterHealth.PressureKillDelay <= 0.0f)
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100.0f : AnimController.CurrentHull.LethalPressure) * deltaTime;
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{
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PressureTimer = 100.0f;
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}
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else
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{
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PressureTimer += ((AnimController.CurrentHull == null) ?
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100.0f : AnimController.CurrentHull.LethalPressure) / CharacterHealth.PressureKillDelay * deltaTime;
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}
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if (PressureTimer >= 100.0f)
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if (PressureTimer >= 100.0f)
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{
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{
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if (Controlled == this) cam.Zoom = 5.0f;
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if (Controlled == this) { cam.Zoom = 5.0f; }
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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{
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Implode();
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Implode();
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@@ -103,6 +103,7 @@ namespace Barotrauma
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}
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}
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public float CrushDepth { get; private set; }
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public float CrushDepth { get; private set; }
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public float PressureKillDelay { get; private set; } = 5.0f;
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public float Vitality { get; private set; }
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public float Vitality { get; private set; }
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@@ -26,6 +26,10 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private float blinkTimer;
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private bool itemLoaded;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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