Merge pull request #101 from Crystalwarrior/moRags
Body shoulder-grab, better CPR anims, CPR and Crit overhaul!
This commit is contained in:
@@ -13,6 +13,8 @@ namespace Barotrauma
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private static Sprite noiseOverlay, damageOverlay;
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private static GUIButton cprButton;
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private static GUIButton grabHoldButton;
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private static GUIButton suicideButton;
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@@ -41,6 +43,8 @@ namespace Barotrauma
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if (cprButton != null && cprButton.Visible) cprButton.AddToGUIUpdateList();
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if (grabHoldButton != null && cprButton.Visible) grabHoldButton.AddToGUIUpdateList();
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if (suicideButton != null && suicideButton.Visible) suicideButton.AddToGUIUpdateList();
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if (!character.IsUnconscious && character.Stun <= 0.0f)
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@@ -89,6 +93,8 @@ namespace Barotrauma
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if (cprButton != null && cprButton.Visible) cprButton.Update(deltaTime);
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if (grabHoldButton != null && grabHoldButton.Visible) grabHoldButton.Update(deltaTime);
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if (suicideButton != null && suicideButton.Visible) suicideButton.Update(deltaTime);
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if (damageOverlayTimer > 0.0f) damageOverlayTimer -= deltaTime;
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@@ -195,9 +201,37 @@ namespace Barotrauma
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};
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}
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if (grabHoldButton == null)
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{
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grabHoldButton = new GUIButton(
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new Rectangle(character.SelectedCharacter.Inventory.SlotPositions[0].ToPoint() + new Point(320, -60), new Point(130, 20)),
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"Grabbing: " + (character.AnimController.GrabLimb == LimbType.Torso ? "Torso" : "Hands"), "");
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grabHoldButton.OnClicked = (button, userData) =>
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{
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if (Character.Controlled == null || Character.Controlled.SelectedCharacter == null) return false;
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Character.Controlled.AnimController.GrabLimb = Character.Controlled.AnimController.GrabLimb == LimbType.None ? LimbType.Torso : LimbType.None;
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foreach (Limb limb in Character.Controlled.SelectedCharacter.AnimController.Limbs)
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{
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limb.pullJoint.Enabled = false;
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}
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if (GameMain.Client != null)
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{
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GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Control });
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}
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grabHoldButton.Text = "Grabbing: " + (Character.Controlled.AnimController.GrabLimb == LimbType.Torso ? "Torso" : "Hands");
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return true;
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};
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}
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//cprButton.Visible = character.GetSkillLevel("Medical") > 20.0f;
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if (cprButton.Visible) cprButton.Draw(spriteBatch);
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if (grabHoldButton.Visible) grabHoldButton.Draw(spriteBatch);
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}
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if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected)
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@@ -17,15 +17,19 @@ namespace Barotrauma
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.WriteRangedInteger(0, 2, 0);
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msg.WriteRangedInteger(0, 3, 0);
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inventory.ClientWrite(msg, extraData);
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break;
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case NetEntityEvent.Type.Repair:
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msg.WriteRangedInteger(0, 2, 1);
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msg.WriteRangedInteger(0, 3, 1);
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msg.Write(AnimController.Anim == AnimController.Animation.CPR);
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break;
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case NetEntityEvent.Type.Status:
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msg.WriteRangedInteger(0, 2, 2);
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msg.WriteRangedInteger(0, 3, 2);
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break;
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case NetEntityEvent.Type.Control:
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msg.WriteRangedInteger(0, 3, 3);
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msg.Write((UInt16)AnimController.GrabLimb);
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break;
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}
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}
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@@ -91,6 +95,7 @@ namespace Barotrauma
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bool crouching = msg.ReadBoolean();
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keys[(int)InputType.Crouch].Held = crouching;
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keys[(int)InputType.Crouch].SetState(false, crouching);
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AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
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}
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bool hasAttackLimb = msg.ReadBoolean();
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@@ -367,6 +372,9 @@ namespace Barotrauma
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SetStun(0.0f, true, true);
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}
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bool ragdolled = msg.ReadBoolean();
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IsRagdolled = ragdolled;
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bool huskInfected = msg.ReadBoolean();
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if (huskInfected)
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{
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@@ -320,7 +320,7 @@ namespace Barotrauma.Networking
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return true;
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};
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y += 40;
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y += 20;
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var voteKickBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Allow vote kicking", Alignment.Left, settingsTabs[1]);
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voteKickBox.Selected = Voting.AllowVoteKick;
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@@ -357,7 +357,7 @@ namespace Barotrauma.Networking
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return true;
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};
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y += 40;
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y += 20;
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var randomizeLevelBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Randomize level seed between rounds", Alignment.Left, settingsTabs[1]);
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randomizeLevelBox.Selected = RandomizeSeed;
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@@ -367,7 +367,7 @@ namespace Barotrauma.Networking
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return true;
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};
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y += 40;
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y += 20;
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var saveLogsBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Save server logs", Alignment.Left, settingsTabs[1]);
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saveLogsBox.Selected = SaveServerLogs;
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@@ -378,6 +378,83 @@ namespace Barotrauma.Networking
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return true;
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};
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y += 20;
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var ragdollButtonBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Allow ragdoll button", Alignment.Left, settingsTabs[1]);
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ragdollButtonBox.Selected = AllowRagdollButton;
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ragdollButtonBox.OnSelected = (GUITickBox) =>
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{
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AllowRagdollButton = GUITickBox.Selected;
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return true;
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};
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y += 20;
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var traitorRatioBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Use % of players for max traitors", Alignment.Left, settingsTabs[1]);
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var traitorRatioText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), "Traitor ratio: 20 %", "", settingsTabs[1], GUI.SmallFont);
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var traitorRatioSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 15), "", 0.1f, settingsTabs[1]);
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//Prepare the slider before the tick box
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if (traitorUseRatio)
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
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traitorRatioSlider.BarScroll = (traitorRatio - 0.1f) / 0.9f;
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}
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else
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 1f / (maxPlayers-1);
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traitorRatioSlider.BarScroll = MathUtils.Round(traitorRatio, 1f);
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}
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//Slider END
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traitorRatioBox.Selected = traitorUseRatio;
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traitorRatioBox.OnSelected = (GUITickBox) =>
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{
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traitorUseRatio = GUITickBox.Selected;
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//Affect the slider graphics
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if (traitorUseRatio)
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
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traitorRatioSlider.BarScroll = 0.2f; //default values
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traitorRatioSlider.OnMoved(traitorRatioSlider, traitorRatioSlider.BarScroll); //Update the scroll bar
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}
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else
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 1f / (maxPlayers-1);
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traitorRatioSlider.BarScroll = 1; //default values
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traitorRatioSlider.OnMoved(traitorRatioSlider, traitorRatioSlider.BarScroll); //Update the scroll bar
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}
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return true;
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};
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traitorRatioSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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{
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GUITextBlock traitorText = scrollBar.UserData as GUITextBlock;
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if (traitorUseRatio)
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{
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traitorRatio = barScroll * 0.9f + 0.1f;
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traitorText.Text = "Traitor ratio: " + (int)MathUtils.Round(traitorRatio * 100.0f, 1.0f) + " %";
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}
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else
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{
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traitorRatio = MathUtils.Round(barScroll * (maxPlayers-1), 1f) + 1;
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traitorText.Text = "Traitor count: " + traitorRatio;
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}
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return true;
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};
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traitorRatioSlider.OnMoved(traitorRatioSlider, traitorRatioSlider.BarScroll);
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y += 45;
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var karmaButtonBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Use Karma", Alignment.Left, settingsTabs[1]);
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karmaButtonBox.Selected = KarmaEnabled;
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karmaButtonBox.OnSelected = (GUITickBox) =>
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{
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KarmaEnabled = GUITickBox.Selected;
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return true;
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};
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//--------------------------------------------------------------------------------
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// banlist
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@@ -14,13 +14,16 @@
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<RequiredItems name="Battery Cell" type="Contained"/>
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</WifiComponent>
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<ItemContainer capacity="1" hideitems="true">
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<Containable name="Battery Cell"/>
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<Containable name="Fulgurium Battery Cell"/>
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</ItemContainer>
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<ItemContainer capacity="1" hideitems="true">
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<Containable name="Battery Cell">
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<StatusEffect type="OnContaining" target="Contained" Condition="-0.05"/>
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</Containable>
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<Containable name="Fulgurium Battery Cell">
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<StatusEffect type="OnContaining" target="Contained" Condition="-0.05"/>
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</Containable>
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</ItemContainer>
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<Wearable limbtype="Head" slots="Any,Face">
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<StatusEffect type="OnWearing" target="Contained" Condition="-0.1"/>
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<sprite texture="headset.png" limb="Head" origin="0.5,0.5"/>
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</Wearable>
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</Item>
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@@ -9,6 +9,8 @@ namespace Barotrauma
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public enum Animation { None, Climbing, UsingConstruction, Struggle, CPR };
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public Animation Anim;
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public LimbType GrabLimb;
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protected Character character;
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protected float walkSpeed, swimSpeed;
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@@ -20,6 +20,7 @@ namespace Barotrauma
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private float thighTorque;
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private float cprAnimState;
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private float cprPump;
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private float inWaterTimer;
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private bool swimming;
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@@ -872,7 +873,34 @@ namespace Barotrauma
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character.SelectedConstruction = null;
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IgnorePlatforms = false;
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}
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else if (character.SelectedCharacter != null && !character.SelectedCharacter.AllowInput)
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{
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Limb targetLeftHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.LeftHand);
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Limb targetRightHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.RightHand);
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Limb targetTorso = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso);
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if (character.SelectedCharacter.AnimController.Dir != Dir)
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character.SelectedCharacter.AnimController.Flip();
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targetTorso.pullJoint.Enabled = true;
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targetTorso.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * -Dir) * 0.2f;
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targetTorso.pullJoint.MaxForce = 5000.0f;
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if (!targetLeftHand.IsSevered)
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{
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targetLeftHand.pullJoint.Enabled = true;
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targetLeftHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
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targetLeftHand.pullJoint.MaxForce = 5000.0f;
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}
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if (!targetRightHand.IsSevered)
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{
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targetRightHand.pullJoint.Enabled = true;
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targetRightHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
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targetRightHand.pullJoint.MaxForce = 5000.0f;
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}
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character.SelectedCharacter.AnimController.IgnorePlatforms = true;
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}
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}
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private void UpdateCPR(float deltaTime)
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@@ -883,11 +911,16 @@ namespace Barotrauma
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return;
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}
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Character target = character.SelectedCharacter;
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Crouching = true;
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Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
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var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
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Vector2 diff = target.SimPosition - character.SimPosition;
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Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
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Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
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targetMovement = new Vector2(diff.X, 0.0f);
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@@ -895,21 +928,104 @@ namespace Barotrauma
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UpdateStanding();
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Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY * 0.2f;
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Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
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Grab(handPos, handPos);
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float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
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cprAnimState += deltaTime * 8.0f;
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Vector2 colliderPos = GetColliderBottom();
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var head = GetLimb(LimbType.Head);
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
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head.pullJoint.Enabled = true;
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if (GameMain.Client == null) //Serverside code
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{
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if (target.Bleeding <= 0.5f && target.Oxygen <= 0.0f) //If they're bleeding too hard CPR will hurt them
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{
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target.Oxygen += deltaTime * 0.5f; //Stabilize them
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}
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}
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int skill = character.GetSkillLevel("Medical");
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if (cprAnimState % 17 > 15.0f)
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{
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float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
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torso.pullJoint.Enabled = true;
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if (GameMain.Client == null) //Serverside code
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{
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float cpr = skill / 2.0f; //Max possible oxygen addition is 20 per second
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character.Oxygen -= (30.0f - cpr) * deltaTime; //Worse skill = more oxygen required
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if (character.Oxygen > 0.0f) //we didn't suffocate yet did we
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target.Oxygen += cpr * deltaTime;
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//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
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}
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}
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else
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{
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.1f));
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torso.pullJoint.Enabled = true;
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if (cprPump >= 1)
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{
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torso.body.ApplyForce(new Vector2(0, -1000f));
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targetTorso.body.ApplyForce(new Vector2(0, -1000f));
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cprPump = 0;
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if (target.Bleeding <= 0.5f && target.Health <= 0.0f && !target.IsDead) //Have a chance to revive them to 2 HP if they were damaged.
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{
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if (GameMain.Client == null) //Serverside code
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{
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float reviveChance = (cprAnimState % 17) * (skill / 50.0f); //~5% max chance for 10 skill, ~50% max chance for 100 skill
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float rng = Rand.Int(100, Rand.RandSync.Server);
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//DebugConsole.NewMessage("CPR Pump cprAnimState: " + (cprAnimState % 17) + " revive chance: " + reviveChance + " rng: " + rng, Color.Aqua);
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if (rng <= reviveChance) //HOLY CRAP YOU SAVED HIM!!!
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{
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target.Oxygen = Math.Max(target.Oxygen, 10.0f);
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target.Health = 2.0f;
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Anim = Animation.None;
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return;
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}
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}
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}
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else if (target.Bleeding > 0.5f || skill < 50) //We will hurt them if they're bleeding or we suck
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{
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//If not bleeding: 10% skill causes 0.8 damage per pump, 40% skill causes only 0.2
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if (target.Bleeding <= 0.5f)
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target.AddDamage(CauseOfDeath.Damage, (50 - skill) * 0.02f, character);
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else //If bleeding: 2 HP damage per pump. Basically speeds up their death. Don't pump bleeding people!
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{
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target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
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float bloodParticleAmount = 4;
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float bloodParticleSize = 1.0f;
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for (int i = 0; i < bloodParticleAmount; i++)
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{
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var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
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if (blood != null)
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{
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blood.Size *= bloodParticleSize;
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}
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}
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#endif
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}
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}
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}
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cprPump += deltaTime;
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}
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cprAnimState += deltaTime;
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}
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public override void DragCharacter(Character target)
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{
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if (target == null) return;
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Limb torso = GetLimb(LimbType.Torso);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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@@ -922,31 +1038,34 @@ namespace Barotrauma
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for (int i = 0; i < 2; i++)
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{
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Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
|
||||
Limb targetLimb = target.AnimController.GetLimb(GrabLimb);
|
||||
|
||||
if (i == 0)
|
||||
if (targetLimb == null || targetLimb.IsSevered)
|
||||
{
|
||||
if (!targetLeftHand.IsSevered)
|
||||
targetLimb = target.AnimController.GetLimb(LimbType.Torso);
|
||||
if (i == 0)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
}
|
||||
else if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
}
|
||||
}
|
||||
else if (!targetRightHand.IsSevered)
|
||||
else
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
}
|
||||
else if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!targetRightHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetRightHand;
|
||||
}
|
||||
else if (!targetLeftHand.IsSevered)
|
||||
{
|
||||
targetLimb = targetLeftHand;
|
||||
}
|
||||
}
|
||||
|
||||
Limb pullLimb = i == 0 ? leftHand : rightHand;
|
||||
|
||||
if (i == 1 && inWater)
|
||||
@@ -958,12 +1077,32 @@ namespace Barotrauma
|
||||
Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
|
||||
|
||||
pullLimb.pullJoint.Enabled = true;
|
||||
pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
|
||||
pullLimb.pullJoint.MaxForce = 10000.0f;
|
||||
if (targetLimb.type == LimbType.Torso)
|
||||
{
|
||||
pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
|
||||
pullLimb.pullJoint.MaxForce = 5000.0f;
|
||||
targetMovement *= 0.7f; //Carrying people like that takes a lot of effort.
|
||||
|
||||
if (target.AnimController.Dir != Dir)
|
||||
target.AnimController.Flip();
|
||||
}
|
||||
else
|
||||
{
|
||||
pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
|
||||
pullLimb.pullJoint.MaxForce = 5000.0f;
|
||||
}
|
||||
|
||||
targetLimb.pullJoint.Enabled = true;
|
||||
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
|
||||
targetLimb.pullJoint.MaxForce = 10000.0f;
|
||||
if (targetLimb.type == LimbType.Torso)
|
||||
{
|
||||
targetLimb.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * Dir) * 0.6f;
|
||||
targetLimb.pullJoint.MaxForce = 300.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
|
||||
targetLimb.pullJoint.MaxForce = 5000.0f;
|
||||
}
|
||||
|
||||
target.AnimController.movement = -diff;
|
||||
}
|
||||
|
||||
@@ -1383,7 +1383,7 @@ namespace Barotrauma
|
||||
findFocusedTimer -= deltaTime;
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && IsKeyHit(InputType.Select))
|
||||
if (SelectedCharacter != null && focusedItem == null && IsKeyHit(InputType.Select)) //Let people use ladders and buttons and stuff when dragging chars
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
@@ -1541,26 +1541,42 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
//Skip health effects as critical health handles it differently
|
||||
if (IsUnconscious)
|
||||
{
|
||||
UpdateUnconscious(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
|
||||
if (IsForceRagdolled)
|
||||
IsRagdolled = IsForceRagdolled;
|
||||
else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
else if ((GameMain.Server == null || GameMain.Server.AllowRagdollButton) && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
|
||||
|
||||
//Health effects
|
||||
if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
|
||||
//ragdoll button
|
||||
if (IsRagdolled)
|
||||
{
|
||||
if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
|
||||
|
||||
if(GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
//AI and control stuff
|
||||
|
||||
Control(deltaTime, cam);
|
||||
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
|
||||
{
|
||||
@@ -1573,24 +1589,12 @@ namespace Barotrauma
|
||||
selectedConstruction = null;
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
|
||||
{
|
||||
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
|
||||
}
|
||||
|
||||
UpdateSightRange();
|
||||
if (aiTarget != null) aiTarget.SoundRange = 0.0f;
|
||||
|
||||
lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
|
||||
|
||||
if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
//CPR stuff is handled in the UpdateCPR function in HumanoidAnimController
|
||||
}
|
||||
|
||||
partial void UpdateControlled(float deltaTime, Camera cam);
|
||||
@@ -1630,12 +1634,17 @@ namespace Barotrauma
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
|
||||
if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f;
|
||||
Oxygen -= deltaTime * 0.5f; //We're critical - our heart stopped!
|
||||
|
||||
if (health <= 0.0f)
|
||||
if (health <= 0.0f) //Critical health - use current state for crit time
|
||||
{
|
||||
AddDamage(bleeding > 0.5f ? CauseOfDeath.Bloodloss : CauseOfDeath.Damage, Math.Max(bleeding, 1.0f) * deltaTime, null);
|
||||
}
|
||||
else //Keep on bleedin'
|
||||
{
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSightRange()
|
||||
|
||||
@@ -325,7 +325,7 @@ namespace Barotrauma
|
||||
break;
|
||||
|
||||
case ClientNetObject.ENTITY_STATE:
|
||||
int eventType = msg.ReadRangedInteger(0,2);
|
||||
int eventType = msg.ReadRangedInteger(0,3);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
@@ -357,6 +357,9 @@ namespace Barotrauma
|
||||
Kill(lastAttackCauseOfDeath);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -436,6 +439,7 @@ namespace Barotrauma
|
||||
if (AnimController is HumanoidAnimController)
|
||||
{
|
||||
tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
|
||||
tempBuffer.Write((UInt16)AnimController.GrabLimb);
|
||||
}
|
||||
|
||||
bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
|
||||
@@ -534,6 +538,8 @@ namespace Barotrauma
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8);
|
||||
}
|
||||
|
||||
msg.Write(IsRagdolled);
|
||||
|
||||
msg.Write(HuskInfectionState > 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -678,14 +678,13 @@ namespace Barotrauma
|
||||
|
||||
if (!MathUtils.IsValid(damage)) return;
|
||||
|
||||
float damageDiff = damage - sections[sectionIndex].damage;
|
||||
|
||||
|
||||
if (GameMain.Server != null && damage != sections[sectionIndex].damage)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
|
||||
AdjustKarma(attacker, damageDiff);
|
||||
if (damage < prefab.Health*0.5f)
|
||||
{
|
||||
if (sections[sectionIndex].gap != null)
|
||||
@@ -717,10 +716,14 @@ namespace Barotrauma
|
||||
|
||||
sections[sectionIndex].gap.Open = (damage / prefab.Health - 0.5f) * 2.0f;
|
||||
}
|
||||
|
||||
|
||||
float damageDiff = damage - sections[sectionIndex].damage;
|
||||
bool hadHole = SectionBodyDisabled(sectionIndex);
|
||||
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.Health);
|
||||
|
||||
if (sections[sectionIndex].damage < prefab.Health) //otherwise it's possible to infinitely gain karma by welding fixed things
|
||||
AdjustKarma(attacker, damageDiff);
|
||||
|
||||
bool hasHole = SectionBodyDisabled(sectionIndex);
|
||||
|
||||
if (hadHole == hasHole) return;
|
||||
|
||||
@@ -133,6 +133,13 @@ namespace Barotrauma.Networking
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool AllowRagdollButton
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool AllowFileTransfers
|
||||
{
|
||||
@@ -213,6 +220,20 @@ namespace Barotrauma.Networking
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool traitorUseRatio
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.2f, true)]
|
||||
public float traitorRatio
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(false,true)]
|
||||
public bool KarmaEnabled
|
||||
{
|
||||
|
||||
@@ -15,11 +15,15 @@
|
||||
allowspectating="True"
|
||||
endroundatlevelend="True"
|
||||
saveserverlogs="True"
|
||||
allowragdollbutton="True"
|
||||
allowfiletransfers="True"
|
||||
allowrespawn="True"
|
||||
allowvotekick="True"
|
||||
endvoterequiredratio="0.6"
|
||||
kickvoterequiredratio="0.6"
|
||||
traitoruseratio="True"
|
||||
traitorratio="0.2"
|
||||
karmaenabled="False"
|
||||
SubSelection="Manual"
|
||||
ModeSelection="Manual"
|
||||
TraitorsEnabled="No"
|
||||
|
||||
Reference in New Issue
Block a user