diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Door.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Door.cs index c6ca050f5..73826cd2c 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Door.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Door.cs @@ -396,70 +396,25 @@ namespace Barotrauma.Items.Components } int dir = IsHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X); - List bodies = c.AnimController.Limbs.Select(l => l.body).ToList(); - bodies.Add(c.AnimController.Collider); - bool soundPlayed = false; foreach (Limb limb in c.AnimController.Limbs) { - float diff = 0.0f; - if (!MathUtils.IsValid(body.SimPosition)) - { - DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")"); - GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, - "Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." + - " Removed: " + c.Removed + - " Remoteplayer: " + c.IsRemotePlayer); - continue; - } - - if (IsHorizontal) - { - if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue; - diff = body.SimPosition.Y - item.SimPosition.Y; - } - else - { - if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue; - diff = body.SimPosition.X - item.SimPosition.X; - } - - if (Math.Sign(diff) != dir) + if (PushBodyOutOfDoorway(c, limb.body, dir, simPos, simSize) && !soundPlayed) { #if CLIENT SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, limb.body); #endif - - if (IsHorizontal) - { - body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation); - body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f)); - } - else - { - body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation); - body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f)); - } - } - - if (IsHorizontal) - { - if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue; - - body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f)); + soundPlayed = true; } } PushBodyOutOfDoorway(c, c.AnimController.Collider, dir, simPos, simSize); } } - public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f) + private bool PushBodyOutOfDoorway(Character c, PhysicsBody body, int dir, Vector2 doorRectSimPos, Vector2 doorRectSimSize) { - if (isStuck) return; - - bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value; - - if (connection.Name == "toggle") + float diff = 0.0f; + if (!MathUtils.IsValid(body.SimPosition)) { DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")"); GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, @@ -480,6 +435,51 @@ namespace Barotrauma.Items.Components diff = body.SimPosition.X - item.SimPosition.X; } + //if the limb is at a different side of the door than the character (collider), + //immediately teleport it to the correct side + if (Math.Sign(diff) != dir) + { + if (IsHorizontal) + { + body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation); + } + else + { + body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation); + } + } + + //apply an impulse to push the limb further from the door + if (IsHorizontal) + { + if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > doorRectSimSize.Y * 0.5f) { return false; } + body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity); + } + else + { + if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > doorRectSimSize.X * 0.5f) { return false; } + body.ApplyLinearImpulse(new Vector2(dir * 2.0f, isOpen ? 0.0f : -1.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity); + } + + c.SetStun(0.2f); + return true; + } + + public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f) + { + if (isStuck) return; + + bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value; + + if (connection.Name == "toggle") + { + SetState(!wasOpen, false, true); + } + else if (connection.Name == "set_state") + { + SetState(signal != "0", false, true); + } + #if SERVER if (sender != null && wasOpen != isOpen) { diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/LightComponent.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/LightComponent.cs index eebf1146a..7845f609c 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/LightComponent.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/LightComponent.cs @@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components private float blinkTimer; - private bool itemLoaded; - - private float blinkTimer; - public PhysicsBody ParentBody; [Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]