Changed colliders from limbs to normal physics bodies, removed RefLimb
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@@ -16,8 +16,7 @@ namespace Barotrauma
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public enum LimbType
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{
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None, LeftHand, RightHand, LeftArm, RightArm,
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LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist,
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Collider
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LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist
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};
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class Limb
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@@ -29,7 +28,6 @@ namespace Barotrauma
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//the physics body of the limb
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public PhysicsBody body;
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private Texture2D bodyShapeTexture;
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private readonly int refJointIndex;
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@@ -74,11 +72,6 @@ namespace Barotrauma
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private List<WearableSprite> wearingItems;
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private Vector2 animTargetPos;
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public Texture2D BodyShapeTexture
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{
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get { return bodyShapeTexture; }
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}
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public bool DoesFlip
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{
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@@ -335,7 +328,7 @@ namespace Barotrauma
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}
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}
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public void Move(Vector2 pos, float amount, bool pullFromCenter=false)
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public void MoveToPos(Vector2 pos, float force, bool pullFromCenter=false)
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{
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Vector2 pullPos = body.SimPosition;
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if (pullJoint!=null && !pullFromCenter)
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@@ -345,10 +338,7 @@ namespace Barotrauma
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animTargetPos = pos;
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Vector2 vel = body.LinearVelocity;
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Vector2 deltaPos = pos - pullPos;
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deltaPos *= amount;
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body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, pullPos);
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body.MoveToPos(pos, force, pullPos);
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}
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public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound)
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@@ -446,7 +436,7 @@ namespace Barotrauma
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{
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//DebugConsole.ThrowError("CHARACTER EXPLODED");
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body.ResetDynamics();
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body.SetTransform(character.AnimController.RefLimb.SimPosition, 0.0f);
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body.SetTransform(character.SimPosition, 0.0f);
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}
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if (inWater)
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@@ -586,34 +576,7 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
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}
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if (bodyShapeTexture == null)
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{
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switch (body.BodyShape)
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{
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case PhysicsBody.Shape.Rectangle:
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bodyShapeTexture = GUI.CreateRectangle(
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(int)ConvertUnits.ToDisplayUnits(body.width),
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(int)ConvertUnits.ToDisplayUnits(body.height));
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break;
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case PhysicsBody.Shape.Capsule:
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bodyShapeTexture = GUI.CreateCapsule(
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(int)ConvertUnits.ToDisplayUnits(body.radius),
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(int)ConvertUnits.ToDisplayUnits(body.height));
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break;
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case PhysicsBody.Shape.Circle:
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bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(body.radius));
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break;
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}
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}
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spriteBatch.Draw(
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bodyShapeTexture,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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null,
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character.Submarine!=null ? Color.White : Color.Cyan,
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-body.DrawRotation,
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new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
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}
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@@ -625,11 +588,6 @@ namespace Barotrauma
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body.Remove();
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if (bodyShapeTexture != null)
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{
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bodyShapeTexture.Dispose();
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}
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if (hitSound != null) hitSound.Remove();
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}
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}
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