(1241a5bd4) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -606,7 +606,7 @@ namespace Barotrauma
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.ThenByDescending(a => a.Strength).FirstOrDefault();
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.ThenByDescending(a => a.Strength).FirstOrDefault();
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if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
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if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
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{
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{
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var limbHealth = GetMathingLimbHealth(affliction);
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var limbHealth = GetMatchingLimbHealth(affliction);
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if (limbHealth != null)
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if (limbHealth != null)
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{
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{
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selectedLimbIndex = limbHealths.IndexOf(limbHealth);
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selectedLimbIndex = limbHealths.IndexOf(limbHealth);
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@@ -202,22 +202,18 @@ namespace Barotrauma
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if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
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if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
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Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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Character.AnimController.TargetMovement = targetMovement;
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Character.AnimController.TargetMovement = targetMovement;
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if (!NeedsDivingGear(Character.CurrentHull))
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if (!NeedsDivingGear(Character.CurrentHull))
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{
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{
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bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
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bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
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bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
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bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
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bool removeDivingSuit = oxygenLow && !highPressure;
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// Don't allow to drop the diving suit in water or while climbing or if the current path has stairs
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if (!removeDivingSuit)
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bool removeDivingSuit =
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{
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(oxygenLow && !highPressure) ||
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bool targetHasNoSuit = objectiveManager.CurrentOrder is AIObjectiveGoTo gtObj && gtObj.mimic && !HasDivingSuit(gtObj.Target as Character);
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(!shouldKeepTheGearOn &&
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bool canDropTheSuit = Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs;
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Character.CurrentHull.WaterPercentage < 1 &&
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removeDivingSuit = (!shouldKeepTheGearOn || targetHasNoSuit) && canDropTheSuit;
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!Character.IsClimbing &&
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}
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steeringManager == insideSteering &&
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!PathSteering.InStairs);
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if (removeDivingSuit)
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if (removeDivingSuit)
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{
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{
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var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
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var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
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@@ -227,7 +223,8 @@ namespace Barotrauma
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divingSuit.Drop(Character);
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divingSuit.Drop(Character);
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}
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}
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}
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}
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bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20);
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bool targetHasNoMask = objectiveManager.CurrentOrder is AIObjectiveGoTo gotoObjective && gotoObjective.mimic && !HasDivingMask(gotoObjective.Target as Character);
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bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20) || targetHasNoMask;
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if (takeMaskOff)
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if (takeMaskOff)
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{
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{
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var mask = Character.Inventory.FindItemByIdentifier("divingmask");
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var mask = Character.Inventory.FindItemByIdentifier("divingmask");
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+2
-1
@@ -36,7 +36,8 @@ namespace Barotrauma
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[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
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[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
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public float JointScale { get; set; }
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public float JointScale { get; set; }
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[Serialize(1f, true), Editable(DecimalCount = 2)]
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// Don't show in the editor, because shouldn't be edited in runtime. Requires that the limb scale and the collider sizes are adjusted. TODO: automatize.
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[Serialize(1f, false)]
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public float TextureScale { get; set; }
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public float TextureScale { get; set; }
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[Serialize(45f, true), Editable(0f, 1000f)]
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[Serialize(45f, true), Editable(0f, 1000f)]
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@@ -232,13 +232,13 @@ namespace Barotrauma
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}
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}
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private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
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private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
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private LimbHealth GetMathingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
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private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
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/// <summary>
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/// <summary>
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/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
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/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
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/// </summary>
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/// </summary>
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private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
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private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
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=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb));
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=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMatchingLimbHealth(a) == limb));
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public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
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public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
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{
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{
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@@ -40,6 +40,9 @@ namespace Barotrauma.Items.Components
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[Serialize(false, false)]
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[Serialize(false, false)]
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public bool RepairThroughWalls { get; set; }
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public bool RepairThroughWalls { get; set; }
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[Serialize(false, false)]
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public bool RepairMultiple { get; set; }
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public Vector2 TransformedBarrelPos
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public Vector2 TransformedBarrelPos
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{
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{
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get
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get
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@@ -158,12 +161,22 @@ namespace Barotrauma.Items.Components
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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{
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{
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var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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if (RepairThroughWalls)
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if (RepairMultiple)
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{
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{
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
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Type lastHitType = null;
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foreach (Body body in bodies)
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foreach (Body body in bodies)
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{
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{
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FixBody(user, deltaTime, degreeOfSuccess, body);
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Type bodyType = body.UserData?.GetType();
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if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
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{
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//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
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if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
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}
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if (FixBody(user, deltaTime, degreeOfSuccess, body))
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{
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if (bodyType != null) { lastHitType = bodyType; }
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}
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}
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}
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}
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}
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else
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else
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@@ -202,19 +215,19 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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}
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private void FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
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private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
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{
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{
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if (targetBody?.UserData == null) { return; }
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if (targetBody?.UserData == null) { return false; }
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pickedPosition = Submarine.LastPickedPosition;
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pickedPosition = Submarine.LastPickedPosition;
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if (targetBody.UserData is Structure targetStructure)
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if (targetBody.UserData is Structure targetStructure)
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{
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{
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if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return;
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if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; }
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if (targetStructure.IsPlatform) return;
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if (targetStructure.IsPlatform) { return false; }
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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if (sectionIndex < 0) return;
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if (sectionIndex < 0) { return false; }
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FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
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FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
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@@ -239,12 +252,14 @@ namespace Barotrauma.Items.Components
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targetCharacter.LastDamageSource = item;
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targetCharacter.LastDamageSource = item;
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
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FixCharacterProjSpecific(user, deltaTime, targetCharacter);
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FixCharacterProjSpecific(user, deltaTime, targetCharacter);
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return true;
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}
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}
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else if (targetBody.UserData is Limb targetLimb)
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else if (targetBody.UserData is Limb targetLimb)
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{
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{
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targetLimb.character.LastDamageSource = item;
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targetLimb.character.LastDamageSource = item;
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
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FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
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FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
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return true;
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}
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}
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else if (targetBody.UserData is Item targetItem)
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else if (targetBody.UserData is Item targetItem)
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{
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{
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@@ -269,6 +284,7 @@ namespace Barotrauma.Items.Components
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#endif
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#endif
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}
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}
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FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
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FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
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return true;
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}
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}
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return false;
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return false;
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}
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}
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@@ -730,7 +730,15 @@ namespace Barotrauma
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return closestBody;
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return closestBody;
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}
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}
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public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
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private static readonly List<Body> bodies = new List<Body>();
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/// <summary>
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/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
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/// </summary>
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/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
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/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
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public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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{
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{
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if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
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if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
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{
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{
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@@ -738,20 +746,25 @@ namespace Barotrauma
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}
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}
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float closestFraction = 1.0f;
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float closestFraction = 1.0f;
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List<Body> bodies = new List<Body>();
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bodies.Clear();
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bodyDist.Clear();
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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{
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
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if (fixture.Body != null) { bodies.Add(fixture.Body); }
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if (fixture.Body != null)
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{
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bodies.Add(fixture.Body);
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bodyDist[fixture.Body] = fraction;
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}
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if (fraction < closestFraction)
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if (fraction < closestFraction)
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{
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{
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lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
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lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
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lastPickedFraction = fraction;
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lastPickedFraction = fraction;
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lastPickedNormal = normal;
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lastPickedNormal = normal;
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}
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}
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//continue
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return fraction;
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return -1;
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}, rayStart, rayEnd);
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}, rayStart, rayEnd);
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if (allowInsideFixture)
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if (allowInsideFixture)
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@@ -770,10 +783,12 @@ namespace Barotrauma
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lastPickedFraction = 0.0f;
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lastPickedFraction = 0.0f;
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lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
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lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
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bodies.Add(fixture.Body);
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bodies.Add(fixture.Body);
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bodyDist[fixture.Body] = 0.0f;
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return false;
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return false;
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}, ref aabb);
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}, ref aabb);
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}
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}
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bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
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return bodies;
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return bodies;
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}
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}
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Reference in New Issue
Block a user