Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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using System;
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using FarseerPhysics.Common.PhysicsLogic;
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using FarseerPhysics.Dynamics;
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namespace FarseerPhysics.Controllers
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{
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[Flags]
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public enum ControllerType
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{
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GravityController = (1 << 0),
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VelocityLimitController = (1 << 1),
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AbstractForceController = (1 << 2),
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BuoyancyController = (1 << 3),
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}
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public struct ControllerFilter
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{
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public ControllerType ControllerFlags;
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/// <summary>
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/// Ignores the controller. The controller has no effect on this body.
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/// </summary>
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/// <param name="controller">The controller type.</param>
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public void IgnoreController(ControllerType controller)
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{
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ControllerFlags |= controller;
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}
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/// <summary>
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/// Restore the controller. The controller affects this body.
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/// </summary>
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/// <param name="controller">The controller type.</param>
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public void RestoreController(ControllerType controller)
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{
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ControllerFlags &= ~controller;
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}
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/// <summary>
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/// Determines whether this body ignores the the specified controller.
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/// </summary>
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/// <param name="controller">The controller type.</param>
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/// <returns>
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/// <c>true</c> if the body has the specified flag; otherwise, <c>false</c>.
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/// </returns>
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public bool IsControllerIgnored(ControllerType controller)
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{
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return (ControllerFlags & controller) == controller;
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}
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}
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public abstract class Controller : FilterData
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{
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public bool Enabled;
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public World World;
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private ControllerType _type;
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public Controller(ControllerType controllerType)
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{
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_type = controllerType;
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}
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public override bool IsActiveOn(Body body)
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{
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if (body.ControllerFilter.IsControllerIgnored(_type))
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return false;
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return base.IsActiveOn(body);
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}
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public abstract void Update(float dt);
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}
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}
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