Fixed letting go of dragged character when entering/exiting the sub, fixed spawnitems not being visible in the job info window
This commit is contained in:
@@ -87,11 +87,7 @@ namespace Barotrauma
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currTargetPos = target.SimPosition;
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currTargetPos = target.SimPosition;
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//if character is outside the sub and target isn't, transform the position
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//if character is outside the sub and target isn't, transform the position
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if (character.Submarine == null && target.Submarine != null)
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if (character.Submarine != null && target.Submarine == null)
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{
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//currTargetPos += target.Submarine.SimPosition;
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}
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else if (target.Submarine == null)
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{
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{
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currTargetPos -= character.Submarine.SimPosition;
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currTargetPos -= character.Submarine.SimPosition;
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}
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}
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@@ -931,7 +931,7 @@ namespace Barotrauma
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LimbType type = i == 0 ? leftHandTarget: rightHandTarget;
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LimbType type = i == 0 ? leftHandTarget: rightHandTarget;
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Limb targetLimb = target.AnimController.GetLimb(type);
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Limb targetLimb = target.AnimController.GetLimb(type);
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Limb pullLimb = GetLimb(i == 0 ?LimbType.LeftHand: LimbType.RightHand);
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Limb pullLimb = GetLimb(i == 0 ? LimbType.LeftHand: LimbType.RightHand);
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if (i==1 && inWater)
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if (i==1 && inWater)
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{
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{
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@@ -939,15 +939,16 @@ namespace Barotrauma
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}
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}
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else
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else
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{
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{
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Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 10000.0f;
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pullLimb.pullJoint.MaxForce = 10000.0f;
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition;
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 10000.0f;
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targetLimb.pullJoint.MaxForce = 10000.0f;
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}
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}
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}
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}
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@@ -715,7 +715,7 @@ namespace Barotrauma
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if (selectedCharacter!=null)
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if (selectedCharacter!=null)
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{
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{
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if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 3.0f || !selectedCharacter.CanBeSelected)
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if (Vector2.Distance(selectedCharacter.WorldPosition, WorldPosition) > 300.0f || !selectedCharacter.CanBeSelected)
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{
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{
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DeselectCharacter(controlled == this);
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DeselectCharacter(controlled == this);
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}
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}
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@@ -12,7 +12,6 @@ namespace Barotrauma
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public readonly XElement Items;
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public readonly XElement Items;
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public readonly List<string> ItemNames;
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public readonly List<string> ItemNames;
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//public List<bool> EquipItem;
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public List<SkillPrefab> Skills;
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public List<SkillPrefab> Skills;
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@@ -71,7 +70,6 @@ namespace Barotrauma
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AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
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AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
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ItemNames = new List<string>();
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ItemNames = new List<string>();
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//EquipItem = new List<bool>();
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Skills = new List<SkillPrefab>();
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Skills = new List<SkillPrefab>();
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@@ -83,16 +81,9 @@ namespace Barotrauma
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Items = subElement;
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Items = subElement;
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foreach (XElement itemElement in subElement.Elements())
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foreach (XElement itemElement in subElement.Elements())
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{
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{
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string itemName = ToolBox.GetAttributeString(subElement, "name", "");
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string itemName = ToolBox.GetAttributeString(itemElement, "name", "");
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ItemNames.Add(itemName);
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if (!string.IsNullOrWhiteSpace(itemName)) ItemNames.Add(itemName);
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}
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}
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//string itemName = ToolBox.GetAttributeString(subElement, "name", "");
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//bool equipItem = ToolBox.GetAttributeBool(subElement, "equip", false);
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//if (!string.IsNullOrEmpty(itemName))
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//{
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// ItemNames.Add(itemName);
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// EquipItem.Add(equipItem);
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//}
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break;
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break;
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case "skills":
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case "skills":
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foreach (XElement skillElement in subElement.Elements())
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foreach (XElement skillElement in subElement.Elements())
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@@ -153,9 +144,6 @@ namespace Barotrauma
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y += 20;
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y += 20;
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}
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}
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return backFrame;
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return backFrame;
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}
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}
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