Limb collisions can damage hull again, new UI for steering, sonar & reactor, fabricators can require more than one of each ingredient, timer for character imploding, AICharacter position syncing changes, watcher, commands can also be given to controlled character
This commit is contained in:
@@ -159,18 +159,11 @@ namespace Barotrauma
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characterButton.UserData = character;
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characterButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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if (character == Character.Controlled)
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{
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characterButton.CanBeSelected = false;
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characterButton.Color = Color.LightGray * 0.3f;
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}
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else
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{
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characterButton.Color = Color.Black * 0.5f;
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characterButton.HoverColor = Color.LightGray * 0.5f;
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characterButton.SelectedColor = Color.Gold * 0.5f;
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characterButton.OutlineColor = Color.LightGray * 0.8f;
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}
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characterButton.Color = Character.Controlled == character ? Color.Gold * 0.3f : Color.Black * 0.5f;
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characterButton.HoverColor = Color.LightGray * 0.5f;
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characterButton.SelectedColor = Color.Gold * 0.5f;
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characterButton.OutlineColor = Color.LightGray * 0.8f;
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string name = character.Info.Name;
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if (character.Info.Job != null) name += '\n' + "(" + character.Info.Job.Name + ")";
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@@ -16,6 +16,8 @@ namespace Barotrauma
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private const float UpdateTargetsInterval = 5.0f;
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private const float RaycastInterval = 1.0f;
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private bool attackWhenProvoked;
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//the preference to attack a specific type of target (-1.0 - 1.0)
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//0.0 = doesn't attack targets of the type
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@@ -84,6 +86,8 @@ namespace Barotrauma
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sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f);
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hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f);
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attackWhenProvoked = ToolBox.GetAttributeBool(aiElement, "attackwhenprovoked", false);
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steeringManager = new SteeringManager(this);
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state = AiState.None;
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@@ -286,6 +290,12 @@ namespace Barotrauma
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updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
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coolDownTimer *= 0.1f;
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if (amount > 1.0f && attackWhenProvoked)
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{
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attackHumans = 100.0f;
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attackRooms = 100.0f;
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}
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if (attacker==null || attacker.AiTarget==null) return;
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AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);
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targetMemory.Priority += amount;
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@@ -508,11 +518,13 @@ namespace Barotrauma
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message.Write(wallAttack);
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if (wallAttack)
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{
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message.WriteRangedSingle(MathHelper.Clamp(wallAttackPos.X, -50.0f, 50.0f), -50.0f, 50.0f, 10);
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message.WriteRangedSingle(MathHelper.Clamp(wallAttackPos.Y, -50.0f, 50.0f), -50.0f, 50.0f, 10);
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}
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//if (wallAttack)
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//{
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// Vector2 relativeWallAttackPos = wallAttackPos - Submarine.Loaded.SimPosition;
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// message.WriteRangedSingle(MathHelper.Clamp(relativeWallAttackPos.X, -50.0f, 50.0f), -50.0f, 50.0f, 10);
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// message.WriteRangedSingle(MathHelper.Clamp(relativeWallAttackPos.Y, -50.0f, 50.0f), -50.0f, 50.0f, 10);
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//}
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//message.Write(Velocity.X);
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//message.Write(Velocity.Y);
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@@ -542,14 +554,16 @@ namespace Barotrauma
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newState = (AiState)(message.ReadByte());
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bool wallAttack = message.ReadBoolean();
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//bool wallAttack = message.ReadBoolean();
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if (wallAttack)
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{
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newWallAttackPos = new Vector2(
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message.ReadRangedSingle(-50.0f, 50.0f, 10),
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message.ReadRangedSingle(-50.0f, 50.0f, 10));
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}
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//if (wallAttack)
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//{
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// newWallAttackPos = new Vector2(
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// message.ReadRangedSingle(-50.0f, 50.0f, 10),
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// message.ReadRangedSingle(-50.0f, 50.0f, 10));
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// newWallAttackPos += Submarine.Loaded.SimPosition;
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//}
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//newVelocity = new Vector2(message.ReadFloat(), message.ReadFloat());
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@@ -565,7 +579,7 @@ namespace Barotrauma
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catch { return; }
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wallAttackPos = newWallAttackPos;
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//wallAttackPos = newWallAttackPos;
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steeringManager.WanderAngle = wanderAngle;
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//this.updateTargetsTimer = updateTargetsTimer;
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@@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using FarseerPhysics;
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namespace Barotrauma
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{
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@@ -108,7 +109,9 @@ namespace Barotrauma
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message.Write(AnimController.TargetDir == Direction.Right);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
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message.Write(Submarine != null);
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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@@ -177,6 +180,8 @@ namespace Barotrauma
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if (sendingTime <= LastNetworkUpdate) return;
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bool inSub = false;
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Vector2 pos = Vector2.Zero, vel = Vector2.Zero;
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try
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@@ -185,6 +190,8 @@ namespace Barotrauma
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targetMovement.X = message.ReadRangedSingle(-1.0f, 1.0f, 8);
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targetMovement.Y = message.ReadRangedSingle(-1.0f, 1.0f, 8);
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inSub = message.ReadBoolean();
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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@@ -199,9 +206,19 @@ namespace Barotrauma
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AnimController.TargetDir = (targetDir) ? Direction.Right : Direction.Left;
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AnimController.TargetMovement = targetMovement;
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AnimController.RefLimb.body.TargetPosition = pos;
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AnimController.RefLimb.body.TargetVelocity = vel;
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AnimController.TargetMovement = AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
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if (inSub)
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{
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Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
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if (newHull != null)
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{
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AnimController.CurrentHull = newHull;
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Submarine = newHull.Submarine;
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}
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}
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LastNetworkUpdate = sendingTime;
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return;
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@@ -88,11 +88,11 @@ namespace Barotrauma
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if (flip)
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{
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//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
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if (movement.X > 0.1f && movement.X > Math.Abs(movement.Y)*0.5f)
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if (targetMovement.X > 0.1f && targetMovement.X > Math.Abs(targetMovement.Y) * 0.5f)
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{
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TargetDir = Direction.Right;
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}
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else if (movement.X < -0.1f && movement.X < -Math.Abs(movement.Y)*0.5f)
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else if (targetMovement.X < -0.1f && targetMovement.X < -Math.Abs(targetMovement.Y) * 0.5f)
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{
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TargetDir = Direction.Left;
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}
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@@ -191,7 +191,7 @@ namespace Barotrauma
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for (int i = 0; i < Limbs.Count(); i++)
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{
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if (steerForce!=Vector2.Zero)
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if (steerForce != Vector2.Zero)
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Limbs[i].body.ApplyForce(steerForce * Limbs[i].SteerForce * Limbs[i].Mass);
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if (Limbs[i].type != LimbType.Torso) continue;
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@@ -369,7 +369,7 @@ namespace Barotrauma
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}
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}
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}
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void UpdateDying(float deltaTime)
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{
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Limb head = GetLimb(LimbType.Head);
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@@ -403,20 +403,29 @@ namespace Barotrauma
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}
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}
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public override Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
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{
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timePassed = MathHelper.Clamp(timePassed, 0.0f, 1.0f);
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Vector2 currPosition = prevPosition + targetMovement * timePassed;
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return currPosition;
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}
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private void Mirror()
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{
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float leftX = Limbs[0].SimPosition.X, rightX = Limbs[0].SimPosition.X;
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for (int i = 1; i < Limbs.Count(); i++ )
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{
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if (Limbs[i].SimPosition.X < leftX)
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{
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leftX = Limbs[i].SimPosition.X;
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}
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else if (Limbs[i].SimPosition.X > rightX)
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{
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rightX = Limbs[i].SimPosition.X;
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}
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}
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//float leftX = Limbs[0].SimPosition.X, rightX = Limbs[0].SimPosition.X;
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//for (int i = 1; i < Limbs.Count(); i++ )
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//{
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// if (Limbs[i].SimPosition.X < leftX)
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// {
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// leftX = Limbs[i].SimPosition.X;
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// }
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// else if (Limbs[i].SimPosition.X > rightX)
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// {
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// rightX = Limbs[i].SimPosition.X;
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// }
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//}
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float midX = GetCenterOfMass().X;
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@@ -424,7 +433,7 @@ namespace Barotrauma
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{
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Vector2 newPos = new Vector2(midX - (l.SimPosition.X - midX), l.SimPosition.Y);
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if (Submarine.CheckVisibility(l.SimPosition, newPos)!=null)
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if (Submarine.CheckVisibility(l.SimPosition, newPos) != null)
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{
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Vector2 diff = newPos - l.SimPosition;
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@@ -38,7 +38,7 @@ namespace Barotrauma
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//the movement speed of the ragdoll
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public Vector2 movement;
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//the target speed towards which movement is interpolated
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private Vector2 targetMovement;
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protected Vector2 targetMovement;
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//a movement vector that overrides targetmovement if trying to steer
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//a Character to the position sent by server in multiplayer mode
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@@ -782,15 +782,24 @@ namespace Barotrauma
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{
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if (inWater)
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{
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//foreach (Limb limb in Limbs)
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//{
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// //if (limb.body.TargetPosition == Vector2.Zero) continue;
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// limb.body.SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
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//}
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correctionMovement =
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Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 8.0f, 0.1f, 8.0f), 0.2f);
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if (character is AICharacter)
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{
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correctionMovement =
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Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 8.0f, 0.1f, 8.0f), 0.5f);
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}
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else
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{
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foreach (Limb limb in Limbs)
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{
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//if (limb.body.TargetPosition == Vector2.Zero) continue;
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limb.body.SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
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}
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}
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}
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else
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{
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@@ -809,7 +818,7 @@ namespace Barotrauma
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SetPosition(refLimb.body.TargetPosition);
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if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
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//if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
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//foreach (Limb limb in Limbs)
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//{
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@@ -32,10 +32,23 @@ namespace Barotrauma
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set { controlled = value; }
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}
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private bool enabled;
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public bool Enabled
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{
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get;
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set;
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get
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{
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return enabled;
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}
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set
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{
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enabled = value;
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foreach (Limb limb in AnimController.Limbs)
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{
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limb.body.Enabled = enabled;
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}
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}
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}
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public readonly bool IsNetworkPlayer;
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@@ -239,6 +252,13 @@ namespace Barotrauma
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}
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}
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public float PressureTimer
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{
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get;
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private set;
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}
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public float SpeedMultiplier
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{
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get;
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@@ -652,6 +672,9 @@ namespace Barotrauma
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private Item FindClosestItem(Vector2 mouseSimPos)
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{
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Limb torso = AnimController.GetLimb(LimbType.Torso);
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if (torso == null) return null;
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Vector2 pos = (torso.body.TargetPosition != Vector2.Zero) ? torso.body.TargetPosition : torso.SimPosition;
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return Item.FindPickable(pos, selectedConstruction == null ? mouseSimPos : selectedConstruction.SimPosition, AnimController.CurrentHull, selectedItems);
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@@ -885,8 +908,19 @@ namespace Barotrauma
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 100.0f))
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{
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Implode();
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return;
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PressureTimer += ((AnimController.CurrentHull == null) ?
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100.0f : AnimController.CurrentHull.LethalPressure) * deltaTime;
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if (PressureTimer >= 100.0f)
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{
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Implode();
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return;
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}
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}
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else
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{
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PressureTimer = 0.0f;
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}
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}
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@@ -1503,10 +1537,12 @@ namespace Barotrauma
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else
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{
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cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir;
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AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right;
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}
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AnimController.RefLimb.body.TargetPosition =
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AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now + message.SenderConnection.RemoteTimeOffset) - sendingTime);
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AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
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LastNetworkUpdate = sendingTime;
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@@ -14,8 +14,6 @@ namespace Barotrauma
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private static GUIProgressBar drowningBar, healthBar;
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private static float pressureTimer;
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public static void TakeDamage()
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{
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healthBar.Flash();
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@@ -29,9 +27,6 @@ namespace Barotrauma
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if (character.Oxygen < 10.0f) drowningBar.Flash();
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}
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if (healthBar != null) healthBar.Update(deltaTime);
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pressureTimer += ((character.AnimController.CurrentHull == null) ?
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100.0f : character.AnimController.CurrentHull.LethalPressure)*deltaTime;
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}
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public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam)
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@@ -134,7 +129,7 @@ namespace Barotrauma
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if (pressureFactor>0.0f)
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{
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float indicatorAlpha = ((float)Math.Sin(pressureTimer * 0.1f) + 1.0f) * 0.5f;
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float indicatorAlpha = ((float)Math.Sin(character.PressureTimer * 0.1f) + 1.0f) * 0.5f;
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indicatorAlpha = MathHelper.Clamp(indicatorAlpha, 0.1f, pressureFactor/100.0f);
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Reference in New Issue
Block a user