Build 0.20.8.0
This commit is contained in:
@@ -27,13 +27,14 @@ namespace Barotrauma
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private readonly bool applyFireEffects;
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private readonly string[] ignoreFireEffectsForTags;
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private readonly bool ignoreCover;
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private readonly bool onlyInside,onlyOutside;
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private readonly float flashDuration;
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private readonly float? flashRange;
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private readonly string decal;
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private readonly float decalSize;
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private readonly bool applyToSelf;
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public bool OnlyInside, OnlyOutside;
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private readonly float itemRepairStrength;
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public readonly HashSet<Submarine> IgnoredSubmarines = new HashSet<Submarine>();
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@@ -81,8 +82,8 @@ namespace Barotrauma
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ignoreFireEffectsForTags = element.GetAttributeStringArray("ignorefireeffectsfortags", Array.Empty<string>(), convertToLowerInvariant: true);
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ignoreCover = element.GetAttributeBool("ignorecover", false);
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onlyInside = element.GetAttributeBool("onlyinside", false);
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onlyOutside = element.GetAttributeBool("onlyoutside", false);
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OnlyInside = element.GetAttributeBool("onlyinside", false);
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OnlyOutside = element.GetAttributeBool("onlyoutside", false);
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flash = element.GetAttributeBool("flash", showEffects);
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flashDuration = element.GetAttributeFloat("flashduration", 0.05f);
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@@ -176,13 +177,12 @@ namespace Barotrauma
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foreach (Item item in Item.ItemList)
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{
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float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
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if (distSqr > displayRangeSqr) continue;
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float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
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if (distSqr > displayRangeSqr) { continue; }
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float distFactor = CalculateDistanceFactor(distSqr, displayRange);
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//damage repairable power-consuming items
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var powered = item.GetComponent<Powered>();
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if (powered == null || !powered.VulnerableToEMP) continue;
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if (powered == null || !powered.VulnerableToEMP) { continue; }
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if (item.Repairables.Any())
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{
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item.Condition -= item.MaxCondition * EmpStrength * distFactor;
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@@ -195,6 +195,7 @@ namespace Barotrauma
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powerContainer.Charge -= powerContainer.GetCapacity() * EmpStrength * distFactor;
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}
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}
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static float CalculateDistanceFactor(float distSqr, float displayRange) => 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
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}
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if (itemRepairStrength > 0.0f)
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@@ -288,10 +289,16 @@ namespace Barotrauma
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{
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continue;
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}
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if (c == attacker && !applyToSelf) { continue; }
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//if (c == attacker && !applyToSelf) { continue; }
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if (onlyInside && c.Submarine == null) { continue; }
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else if (onlyOutside && c.Submarine != null) { continue; }
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if (OnlyInside && c.Submarine == null)
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{
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continue;
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}
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else if (OnlyOutside && c.Submarine != null)
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{
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continue;
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}
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Vector2 explosionPos = worldPosition;
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if (c.Submarine != null) { explosionPos -= c.Submarine.Position; }
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@@ -337,15 +344,19 @@ namespace Barotrauma
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modifiedAfflictions.Clear();
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foreach (Affliction affliction in attack.Afflictions.Keys)
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{
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// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
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// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
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float limbCountFactor = Math.Min(distFactors.Count, 15);
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float dmgMultiplier = distFactor;
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if (affliction.DivideByLimbCount)
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{
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float limbCountFactor = distFactors.Count;
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if (affliction.Prefab.LimbSpecific && affliction.Prefab.AfflictionType == "damage")
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{
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// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
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// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
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limbCountFactor = Math.Min(distFactors.Count, 15);
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}
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dmgMultiplier /= limbCountFactor;
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}
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modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction.Probability));
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modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction));
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}
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c.LastDamageSource = damageSource;
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if (attacker == null)
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@@ -353,29 +364,29 @@ namespace Barotrauma
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if (damageSource is Item item)
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{
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attacker = item.GetComponent<Projectile>()?.User;
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if (attacker == null)
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{
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attacker = item.GetComponent<MeleeWeapon>()?.User;
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}
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attacker ??= item.GetComponent<MeleeWeapon>()?.User;
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}
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}
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if (attack.Afflictions.Any() || attack.Stun > 0.0f)
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{
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AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
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if (attackData.Afflictions != null)
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if (!attack.OnlyHumans || c.IsHuman)
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{
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modifiedAfflictions.AddRange(attackData.Afflictions);
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}
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AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
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if (attackData.Afflictions != null)
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{
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modifiedAfflictions.AddRange(attackData.Afflictions);
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}
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//use a position slightly from the limb's position towards the explosion
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//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
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Vector2 dir = worldPosition - limb.WorldPosition;
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Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
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AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
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damages.Add(limb, attackResult.Damage);
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//use a position slightly from the limb's position towards the explosion
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//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
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Vector2 dir = worldPosition - limb.WorldPosition;
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Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
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AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
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damages.Add(limb, attackResult.Damage);
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}
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}
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if (attack.StatusEffects != null && attack.StatusEffects.Any())
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{
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attack.SetUser(attacker);
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@@ -438,7 +449,7 @@ namespace Barotrauma
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damagedStructureList.Clear();
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foreach (MapEntity entity in MapEntity.mapEntityList)
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{
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if (!(entity is Structure structure)) { continue; }
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if (entity is not Structure structure) { continue; }
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if (ignoredSubmarines != null && entity.Submarine != null && ignoredSubmarines.Contains(entity.Submarine)) { continue; }
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if (structure.HasBody &&
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@@ -487,7 +498,7 @@ namespace Barotrauma
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for (int i = Level.Loaded.ExtraWalls.Count - 1; i >= 0; i--)
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{
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if (!(Level.Loaded.ExtraWalls[i] is DestructibleLevelWall destructibleWall)) { continue; }
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if (Level.Loaded.ExtraWalls[i] is not DestructibleLevelWall destructibleWall) { continue; }
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foreach (var cell in destructibleWall.Cells)
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{
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if (cell.IsPointInside(worldPosition))
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@@ -510,7 +521,7 @@ namespace Barotrauma
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return damagedStructures;
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}
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public void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null)
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public static void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null)
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{
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List<BallastFloraBehavior> ballastFlorae = new List<BallastFloraBehavior>();
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@@ -549,21 +549,24 @@ namespace Barotrauma
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if (hull1.WaterVolume < hull1.Volume / Hull.MaxCompress &&
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hull1.Surface < rect.Y)
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{
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//create a wave from the side of the hull the water is leaking from
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if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
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{
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float vel = ((rect.Y - rect.Height / 2) - (hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1])) * 6.0f;
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vel *= Math.Min(Math.Abs(flowForce.X) / 200.0f, 1.0f);
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hull1.WaveVel[hull1.WaveY.Length - 1] += vel * deltaTime;
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hull1.WaveVel[hull1.WaveY.Length - 2] += vel * deltaTime;
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CreateWave(rect, hull1, hull1.WaveY.Length - 1, hull1.WaveY.Length - 2, flowForce, deltaTime);
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}
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else
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{
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float vel = ((rect.Y - rect.Height / 2) - (hull1.Surface + hull1.WaveY[0])) * 6.0f;
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CreateWave(rect, hull1, 0, 1, flowForce, deltaTime);
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}
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static void CreateWave(Rectangle rect, Hull hull1, int index1, int index2, Vector2 flowForce, float deltaTime)
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{
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float vel = (rect.Y - rect.Height / 2) - (hull1.Surface + hull1.WaveY[index1]);
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vel *= Math.Min(Math.Abs(flowForce.X) / 200.0f, 1.0f);
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hull1.WaveVel[0] += vel * deltaTime;
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hull1.WaveVel[1] += vel * deltaTime;
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if (vel > 0.0f)
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{
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hull1.WaveVel[index1] += vel * deltaTime;
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hull1.WaveVel[index2] += vel * deltaTime;
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}
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}
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}
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else
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@@ -405,7 +405,7 @@ namespace Barotrauma
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if (wall.Submarine != sub) { continue; }
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for (int i = 0; i < wall.SectionCount; i++)
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{
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wall.SetDamage(i, 0, createNetworkEvent: false);
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wall.SetDamage(i, 0, createNetworkEvent: false, createExplosionEffect: false);
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}
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}
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foreach (Hull hull in Hull.HullList)
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@@ -318,7 +318,7 @@ namespace Barotrauma
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var characters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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if (characters.Any())
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{
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price *= 1f + characters.Max(static c => c.GetStatValue(StatTypes.StoreSellMultiplier));
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price *= 1f + characters.Max(static c => c.GetStatValue(StatTypes.StoreSellMultiplier, includeSaved: false));
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price *= 1f + characters.Max(c => item.Tags.Sum(tag => c.Info.GetSavedStatValue(StatTypes.StoreSellMultiplier, tag)));
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}
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@@ -659,7 +659,7 @@ namespace Barotrauma
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return new Location(position, zone, rand, requireOutpost, forceLocationType, existingLocations);
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}
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public void ChangeType(LocationType newType)
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public void ChangeType(LocationType newType, bool createStores = true)
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{
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if (newType == Type) { return; }
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@@ -683,7 +683,10 @@ namespace Barotrauma
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UnlockMissionByTag(Type.MissionTags.GetRandomUnsynced());
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}
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CreateStores(force: true);
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if (createStores)
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{
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CreateStores(force: true);
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}
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}
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public void UnlockInitialMissions()
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@@ -552,7 +552,8 @@ namespace Barotrauma
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Connections[i].Locations[1];
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if (!leftMostLocation.Type.HasOutpost || leftMostLocation.Type.Identifier == "abandoned")
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{
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leftMostLocation.ChangeType(LocationType.Prefabs.OrderBy(lt => lt.Identifier).First(lt => lt.HasOutpost && lt.Identifier != "abandoned"));
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leftMostLocation.ChangeType(LocationType.Prefabs.OrderBy(lt => lt.Identifier).First(lt => lt.HasOutpost && lt.Identifier != "abandoned"),
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createStores: false);
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}
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leftMostLocation.IsGateBetweenBiomes = true;
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Connections[i].Locked = true;
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@@ -628,6 +629,7 @@ namespace Barotrauma
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foreach (Location location in Locations)
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{
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location.LevelData = new LevelData(location, CalculateDifficulty(location.MapPosition.X, location.Biome));
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location.CreateStores(force: true);
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}
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foreach (LocationConnection connection in Connections)
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{
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@@ -734,7 +736,7 @@ namespace Barotrauma
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if (LocationType.Prefabs.TryGet("none", out LocationType locationType))
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{
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previousToEndLocation.ChangeType(locationType);
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previousToEndLocation.ChangeType(locationType, createStores: false);
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}
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//remove all locations from the end biome except the end location
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@@ -56,6 +56,8 @@ namespace Barotrauma
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//dimensions of the wall sections' physics bodies (only used for debug rendering)
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private readonly List<Vector2> bodyDebugDimensions = new List<Vector2>();
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private static Explosion explosionOnBroken;
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#if DEBUG
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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#else
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@@ -1083,7 +1085,7 @@ namespace Barotrauma
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return new AttackResult(damageAmount, null);
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}
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public void SetDamage(int sectionIndex, float damage, Character attacker = null, bool createNetworkEvent = true)
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public void SetDamage(int sectionIndex, float damage, Character attacker = null, bool createNetworkEvent = true, bool createExplosionEffect = true)
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{
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if (Submarine != null && Submarine.GodMode || Indestructible) { return; }
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if (!Prefab.Body) { return; }
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@@ -1128,6 +1130,7 @@ namespace Barotrauma
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}
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else
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{
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float prevGapOpenState = Sections[sectionIndex].gap?.Open ?? 0.0f;
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if (Sections[sectionIndex].gap == null)
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{
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Rectangle gapRect = Sections[sectionIndex].rect;
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@@ -1204,8 +1207,15 @@ namespace Barotrauma
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#endif
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}
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var gap = Sections[sectionIndex].gap;
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float gapOpen = MaxHealth <= 0.0f ? 0.0f : (damage / MaxHealth - LeakThreshold) * (1.0f / (1.0f - LeakThreshold));
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Sections[sectionIndex].gap.Open = gapOpen;
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gap.Open = gapOpen;
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//gap appeared or became much larger -> explosion effect
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if (gapOpen - prevGapOpenState > 0.25f && createExplosionEffect && !gap.IsRoomToRoom)
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{
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CreateWallDamageExplosion(gap, attacker);
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}
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}
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float damageDiff = damage - Sections[sectionIndex].damage;
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@@ -1234,6 +1244,59 @@ namespace Barotrauma
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UpdateSections();
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}
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private void CreateWallDamageExplosion(Gap gap, Character attacker)
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{
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const float explosionRange = 750.0f;
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float explosionStrength = gap.Open;
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var linkedHull = gap.linkedTo.FirstOrDefault() as Hull;
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if (linkedHull != null)
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{
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//existing, nearby gaps leading to the same hull reduce the strength of the explosion
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// -> the first breached section does most (or all) of the damage, making it more consistent
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// (otherwise the damage would depend on how many structures and sections happen to be breached)
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foreach (var otherGap in linkedHull.ConnectedGaps)
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{
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if (otherGap == gap || otherGap.IsRoomToRoom || otherGap.Open < 0.25f) { continue; }
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explosionStrength -= Math.Max(0, explosionRange - Vector2.Distance(otherGap.WorldPosition, gap.WorldPosition)) / explosionRange;
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if (explosionStrength <= 0.0f) { return; }
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}
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}
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if (explosionOnBroken == null)
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{
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explosionOnBroken = new Explosion(explosionRange * gap.Open, force: 10.0f, damage: 0.0f, structureDamage: 0.0f, itemDamage: 0.0f);
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if (AfflictionPrefab.Prefabs.TryGet("lacerations".ToIdentifier(), out AfflictionPrefab lacerations))
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{
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explosionOnBroken.Attack.Afflictions.Add(lacerations.Instantiate(50.0f), null);
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}
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else
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{
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explosionOnBroken.Attack.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(5.0f), null);
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}
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explosionOnBroken.OnlyInside = true;
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explosionOnBroken.DisableParticles();
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}
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explosionOnBroken.Attack.DamageMultiplier = explosionStrength;
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explosionOnBroken?.Explode(gap.WorldPosition, damageSource: null, attacker: attacker);
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#if CLIENT
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if (linkedHull != null)
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{
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for (int i = 0; i <= 50; i++)
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{
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Vector2 particlePos = new Vector2(Rand.Range(gap.WorldRect.X, gap.WorldRect.Right), Rand.Range(gap.WorldRect.Y - gap.WorldRect.Height, gap.WorldRect.Y));
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var velocity = gap.IsHorizontal ?
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gap.linkedTo[0].WorldPosition.X < gap.WorldPosition.X ? -Vector2.UnitX : Vector2.UnitX :
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gap.linkedTo[0].WorldPosition.Y < gap.WorldPosition.Y ? -Vector2.UnitY : Vector2.UnitY;
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velocity = new Vector2(velocity.X + Rand.Range(-0.2f, 0.2f), velocity.Y + Rand.Range(-0.2f, 0.2f));
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, velocity * Rand.Range(100.0f, 3000.0f), collisionIgnoreTimer: 0.1f);
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if (particle == null) { break; }
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}
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}
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#endif
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}
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partial void OnHealthChangedProjSpecific(Character attacker, float damageAmount);
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public void SetCollisionCategory(Category collisionCategory)
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@@ -1570,7 +1633,7 @@ namespace Barotrauma
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{
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for (int i = 0; i < Sections.Length; i++)
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{
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SetDamage(i, Sections[i].damage, createNetworkEvent: false);
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SetDamage(i, Sections[i].damage, createNetworkEvent: false, createExplosionEffect: false);
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}
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}
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@@ -720,7 +720,7 @@ namespace Barotrauma
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private void HandleLevelCollision(Impact impact, VoronoiCell cell = null)
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{
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if (GameMain.GameSession != null && Timing.TotalTime < GameMain.GameSession.RoundStartTime + 10)
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if (GameMain.GameSession != null && GameMain.GameSession.RoundDuration > 10)
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{
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//ignore level collisions for the first 10 seconds of the round in case the sub spawns in a way that causes it to hit a wall
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//(e.g. level without outposts to dock to and an incorrectly configured ballast that makes the sub go up)
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Reference in New Issue
Block a user