(b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test
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@@ -568,7 +568,7 @@ namespace Barotrauma
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public void Extinguish(float deltaTime, float amount, Vector2 position)
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{
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for (int i = FireSources.Count - 1; i >= 0; i-- )
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for (int i = FireSources.Count - 1; i >= 0; i--)
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{
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FireSources[i].Extinguish(deltaTime, amount, position);
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}
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@@ -38,6 +38,9 @@ namespace Barotrauma
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SerializableProperty.DeserializeProperties(this, configElement);
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name = TextManager.Get("EntityName." + identifier, returnNull: true) ?? name;
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Description = TextManager.Get("EntityDescription." + identifier, returnNull: true) ?? Description;
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int minX = int.MaxValue, minY = int.MaxValue;
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int maxX = int.MinValue, maxY = int.MinValue;
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DisplayEntities = new List<Pair<MapEntityPrefab, Rectangle>>();
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@@ -331,13 +331,13 @@ namespace Barotrauma
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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Sprite = new Sprite(subElement);
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Sprite = new Sprite(subElement, lazyLoad: true);
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break;
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case "specularsprite":
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SpecularSprite = new Sprite(subElement);
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SpecularSprite = new Sprite(subElement, lazyLoad: true);
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break;
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case "deformablesprite":
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DeformableSprite = new DeformableSprite(subElement);
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DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
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break;
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case "overridecommonness":
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string levelType = subElement.GetAttributeString("leveltype", "");
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@@ -543,19 +543,19 @@ namespace Barotrauma
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if (ForceVelocityLimit < 1000.0f)
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body.ApplyForce(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
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else
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body.ApplyForce(Force * currentForceFluctuation * distFactor);
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body.ApplyForce(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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break;
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case TriggerForceMode.Acceleration:
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if (ForceVelocityLimit < 1000.0f)
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body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, ForceVelocityLimit);
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else
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body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor);
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body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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break;
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case TriggerForceMode.Impulse:
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if (ForceVelocityLimit < 1000.0f)
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: ForceVelocityLimit);
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else
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor);
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body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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break;
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case TriggerForceMode.LimitVelocity:
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float maxVel = ForceVelocityLimit * currentForceFluctuation * distFactor;
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@@ -563,7 +563,8 @@ namespace Barotrauma
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{
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body.ApplyForce(
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Vector2.Normalize(-body.LinearVelocity) *
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Force.Length() * body.Mass * currentForceFluctuation * distFactor);
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Force.Length() * body.Mass * currentForceFluctuation * distFactor,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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break;
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}
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@@ -126,7 +126,7 @@ namespace Barotrauma
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CanChangeTo.Add(new LocationTypeChange(Identifier, subElement));
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break;
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case "portrait":
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var portrait = new Sprite(subElement);
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var portrait = new Sprite(subElement, lazyLoad: true);
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if (portrait != null)
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{
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portraits.Add(portrait);
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@@ -276,9 +276,10 @@ namespace Barotrauma
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}
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StairDirection = Prefab.StairDirection;
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SerializableProperties = SerializableProperty.GetProperties(this);
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InitProjSpecific();
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if (Prefab.Body)
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{
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Bodies = new List<Body>();
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@@ -307,6 +308,8 @@ namespace Barotrauma
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InsertToList();
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}
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partial void InitProjSpecific();
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public override string ToString()
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{
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return Name;
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