Unstable v0.10.600.0
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@@ -203,7 +203,7 @@ namespace Barotrauma
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partial class Limb : ISerializableEntity, ISpatialEntity
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{
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//how long it takes for severed limbs to fade out
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private const float SeveredFadeOutTime = 10.0f;
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public float SeveredFadeOutTime => Params.SeveredFadeOutTime;
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public readonly Character character;
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/// <summary>
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@@ -327,10 +327,10 @@ namespace Barotrauma
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:SimPosition", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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return Vector2.Zero;
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}
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return body.SimPosition;
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@@ -344,10 +344,10 @@ namespace Barotrauma
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:SimPosition", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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return 0.0f;
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}
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return body.Rotation;
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@@ -364,10 +364,10 @@ namespace Barotrauma
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.Mass:AccessRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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return 1.0f;
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}
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return body.Mass;
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@@ -383,10 +383,10 @@ namespace Barotrauma
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:AccessRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
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return Vector2.Zero;
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}
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return body.LinearVelocity;
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@@ -428,7 +428,7 @@ namespace Barotrauma
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{
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if (!MathUtils.IsValid(value))
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{
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string errorMsg = "Attempted to set the anchor A of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace;
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string errorMsg = "Attempted to set the anchor A of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace.CleanupStackTrace();
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorA:InvalidValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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@@ -442,7 +442,7 @@ namespace Barotrauma
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string errorMsg = "Attempted to move the anchor A of a limb's pull joint extremely far from the limb (diff: " + diff +
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", limb enabled: " + body.Enabled +
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", simple physics enabled: " + character.AnimController.SimplePhysicsEnabled + ")\n"
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+ Environment.StackTrace;
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+ Environment.StackTrace.CleanupStackTrace();
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorA:ExcessiveValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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@@ -461,7 +461,7 @@ namespace Barotrauma
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{
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if (!MathUtils.IsValid(value))
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{
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string errorMsg = "Attempted to set the anchor B of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace;
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string errorMsg = "Attempted to set the anchor B of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace.CleanupStackTrace();
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorB:InvalidValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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@@ -475,7 +475,7 @@ namespace Barotrauma
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string errorMsg = "Attempted to move the anchor B of a limb's pull joint extremely far from the limb (diff: " + diff +
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", limb enabled: " + body.Enabled +
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", simple physics enabled: " + character.AnimController.SimplePhysicsEnabled + ")\n"
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+ Environment.StackTrace;
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+ Environment.StackTrace.CleanupStackTrace();
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorB:ExcessiveValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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@@ -715,7 +715,7 @@ namespace Barotrauma
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float bloodDecalSize = MathHelper.Clamp(bleedingDamage / 5, 0.1f, 1.0f);
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if (character.CurrentHull != null && !string.IsNullOrEmpty(character.BloodDecalName))
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{
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character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodDecalSize, 0.5f, 1.0f), true);
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character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodDecalSize, 0.5f, 1.0f), isNetworkEvent: false);
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}
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}
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}
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