GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -20,13 +20,13 @@ namespace Subsurface
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Vector2 rayStart = colliderPos; // at the bottom of the player sprite
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Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
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if (stairs != null) rayEnd.Y -= 0.5f;
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if (anim != Animation.UsingConstruction) ResetPullJoints();
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if (Anim != Animation.UsingConstruction) ResetPullJoints();
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//do a raytrace straight down from the torso to figure
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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Structure closestStructure = null;
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Game1.world.RayCast((fixture, point, normal, fraction) =>
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Game1.World.RayCast((fixture, point, normal, fraction) =>
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{
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switch (fixture.CollisionCategories)
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{
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@@ -119,7 +119,7 @@ namespace Subsurface
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return;
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}
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switch (anim)
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switch (Anim)
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{
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case Animation.Climbing:
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UpdateClimbing();
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@@ -129,13 +129,13 @@ namespace Subsurface
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default:
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if (inWater)
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UpdateSwimming();
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else if (isStanding)
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else if (IsStanding)
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UpdateStanding();
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break;
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}
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if (targetDir != dir) Flip();
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if (TargetDir != dir) Flip();
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foreach (Limb limb in limbs)
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{
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@@ -376,9 +376,9 @@ namespace Subsurface
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if (!character.IsNetworkPlayer)
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{
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if (rotation > 20 && rotation < 170)
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targetDir = Direction.Left;
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TargetDir = Direction.Left;
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else if (rotation > 190 && rotation < 340)
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targetDir = Direction.Right;
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TargetDir = Direction.Right;
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}
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if (TargetMovement == Vector2.Zero) return;
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@@ -520,7 +520,7 @@ namespace Subsurface
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{
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if (character.SelectedConstruction == null)
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{
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anim = Animation.None;
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Anim = Animation.None;
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return;
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}
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@@ -597,7 +597,7 @@ namespace Subsurface
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torso.body.ApplyForce(climbForce * 65.0f * torso.Mass);
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head.body.SmoothRotate(0.0f);
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Rectangle trigger = character.SelectedConstruction.Prefab.triggers.First();
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Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.First();
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trigger = character.SelectedConstruction.TransformTrigger(trigger);
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//stop climbing if:
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@@ -609,7 +609,7 @@ namespace Subsurface
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(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition*2.0f) ||
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(TargetMovement.Y > 0.0f && -handPos.Y < ConvertUnits.ToSimUnits(10.0f)))
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{
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anim = Animation.None;
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Anim = Animation.None;
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character.SelectedConstruction = null;
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IgnorePlatforms = false;
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}
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