Build 0.21.6.0 (1.0 pre-patch)
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@@ -159,9 +159,11 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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var user = item.GetComponent<Projectile>()?.User;
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if (source == null || target == null || target.Removed ||
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(source is Entity sourceEntity && sourceEntity.Removed) ||
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(source is Limb limb && limb.Removed))
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(source is Limb limb && limb.Removed) ||
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(user != null && user.Removed))
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{
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ResetSource();
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target = null;
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@@ -293,7 +295,6 @@ namespace Barotrauma.Items.Components
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{
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targetMass = float.MaxValue;
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}
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var user = item.GetComponent<Projectile>()?.User;
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if (targetMass > TargetMinMass)
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{
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if (Math.Abs(SourcePullForce) > 0.001f)
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@@ -301,33 +302,16 @@ namespace Barotrauma.Items.Components
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var sourceBody = GetBodyToPull(source);
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if (sourceBody != null)
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{
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var targetBody = GetBodyToPull(target);
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if (targetBody != null && !(targetBody.UserData is Character))
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if (user != null && user.InWater)
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{
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sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
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}
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float forceMultiplier = 1;
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if (user != null)
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{
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user.AnimController.Hang();
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if (user.InWater)
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if (user.IsRagdolled)
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{
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if (user.IsRagdolled)
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{
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forceMultiplier = 0;
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}
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}
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else
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{
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forceMultiplier = user.IsRagdolled ? 0.1f : 0.4f;
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// Prevents too easy smashing to the walls
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forceDir.X /= 4;
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// Prevents rubberbanding up and down
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if (forceDir.Y < 0)
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{
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forceDir.Y = 0;
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}
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// Reel in towards the target.
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user.AnimController.Hang();
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float force = LerpForces ? MathHelper.Lerp(0, SourcePullForce, MathUtils.InverseLerp(0, MaxLength / 2, distance)) : SourcePullForce;
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sourceBody.ApplyForce(forceDir * force);
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}
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// Take the target velocity into account.
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if (targetCharacter != null)
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{
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var myCollider = user.AnimController.Collider;
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@@ -340,9 +324,15 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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else
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{
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var targetBody = GetBodyToPull(target);
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if (targetBody != null)
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{
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sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
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}
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}
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}
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float force = LerpForces ? MathHelper.Lerp(0, SourcePullForce, MathUtils.InverseLerp(0, MaxLength / 2, distance)) * forceMultiplier : SourcePullForce * forceMultiplier;
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sourceBody.ApplyForce(forceDir * force);
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}
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}
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}
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