(b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test
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@@ -530,7 +530,8 @@ namespace Barotrauma
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}
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
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(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
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{
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Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
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}
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@@ -696,7 +696,7 @@ namespace Barotrauma
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return;
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}
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
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}
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}
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@@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -1939,7 +1939,7 @@ namespace Barotrauma
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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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//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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{
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if (CharacterHealth.PressureKillDelay <= 0.0f)
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@@ -1954,7 +1954,7 @@ namespace Barotrauma
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if (PressureTimer >= 100.0f)
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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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{
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Implode();
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@@ -2235,7 +2235,7 @@ namespace Barotrauma
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if (limbHit == null) return new AttackResult();
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limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime);
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limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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#if SERVER
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if (attacker is Character attackingCharacter && attackingCharacter.AIController == null)
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{
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@@ -2321,7 +2321,8 @@ namespace Barotrauma
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{
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Vector2 diff = dir;
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if (diff == Vector2.Zero) diff = Rand.Vector(1.0f);
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hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff));
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hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff),
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
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AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
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@@ -103,6 +103,7 @@ namespace Barotrauma
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}
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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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@@ -626,13 +626,17 @@ namespace Barotrauma
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Limb limb = character.AnimController.Limbs[limbIndex];
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Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
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limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
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limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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}
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else
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{
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Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
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body.ApplyLinearImpulse(Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
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body.ApplyLinearImpulse(
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Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition),
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forcePos,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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}
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return wasHit;
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