(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
This commit is contained in:
@@ -880,7 +880,8 @@ namespace Barotrauma.Items.Components
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List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
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foreach (MapEntity entity in linked)
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{
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if (!(entity is Item linkedItem)) { continue; }
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Item linkedItem = entity as Item;
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if (linkedItem == null) { continue; }
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var dockingPort = linkedItem.GetComponent<DockingPort>();
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if (dockingPort != null)
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@@ -426,11 +426,11 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (!attachable || item.body == null) { return character == null || character.IsKeyDown(InputType.Aim); }
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if (!attachable || item.body == null) return (character == null || character.IsKeyDown(InputType.Aim));
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if (character != null)
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{
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if (!character.IsKeyDown(InputType.Aim)) { return false; }
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if (!CanBeAttached()) { return false; }
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if (!character.IsKeyDown(InputType.Aim)) return false;
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if (!CanBeAttached()) return false;
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#if SERVER
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if (GameMain.Server != null)
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{
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@@ -438,12 +438,7 @@ namespace Barotrauma.Items.Components
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GameServer.Log(character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
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}
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#endif
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}
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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if (character != null) { item.Drop(character); }
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AttachToWall();
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item.Drop(character);
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}
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return true;
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@@ -555,7 +550,7 @@ namespace Barotrauma.Items.Components
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public override void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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base.ServerWrite(msg, c, extraData);
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if (!attachable || body == null) { return; }
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if (!attachable || body == null) return;
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msg.Write(Attached);
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msg.Write(body.SimPosition.X);
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@@ -2,15 +2,12 @@
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class LevelResource : ItemComponent, IServerSerializable
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{
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private float lastSentDeattachTimer;
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[Serialize(1.0f, false)]
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public float DeattachDuration
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{
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@@ -24,29 +21,12 @@ namespace Barotrauma.Items.Components
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get { return deattachTimer; }
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set
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{
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//clients don't deattach the item until the server says so (handled in ClientRead)
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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{
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return;
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}
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deattachTimer = Math.Max(0.0f, value);
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#if SERVER
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if (deattachTimer >= DeattachDuration)
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{
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if (holdable.Attached){ item.CreateServerEvent(this); }
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holdable.DeattachFromWall();
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}
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else if (Math.Abs(lastSentDeattachTimer - deattachTimer) > 0.1f)
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{
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item.CreateServerEvent(this);
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lastSentDeattachTimer = deattachTimer;
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}
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#else
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if (deattachTimer >= DeattachDuration)
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//clients don't deattach the item until the server says so (handled in ClientRead)
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if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && deattachTimer >= DeattachDuration)
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{
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holdable.DeattachFromWall();
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}
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#endif
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}
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}
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@@ -87,10 +67,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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holdable.Reattachable = false;
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if (requiredItems.Any())
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{
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holdable.PickingTime = float.MaxValue;
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}
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holdable.PickingTime = float.MaxValue;
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var body = item.body ?? holdable.Body;
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@@ -17,8 +17,6 @@ namespace Barotrauma.Items.Components
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private readonly List<string> fixableEntities;
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private Vector2 pickedPosition;
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private float activeTimer;
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private Vector2 debugRayStartPos, debugRayEndPos;
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[Serialize(0.0f, false)]
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public float Range { get; set; }
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@@ -158,7 +156,7 @@ namespace Barotrauma.Items.Components
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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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{
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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);
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foreach (Body body in bodies)
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{
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FixBody(user, deltaTime, degreeOfSuccess, body);
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@@ -166,7 +164,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true));
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FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false));
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}
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if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
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@@ -249,7 +247,6 @@ namespace Barotrauma.Items.Components
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var levelResource = targetItem.GetComponent<LevelResource>();
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if (levelResource != null && levelResource.IsActive &&
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levelResource.requiredItems.Any() &&
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levelResource.HasRequiredItems(user, addMessage: false))
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{
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levelResource.DeattachTimer += deltaTime;
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@@ -104,8 +104,8 @@ namespace Barotrauma.Items.Components
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#if SERVER
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GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
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#endif
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Character thrower = picker;
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item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
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item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
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item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
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ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
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@@ -189,7 +189,7 @@ namespace Barotrauma.Items.Components
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{
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get { return name; }
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}
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[Editable, Serialize("", true)]
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public string Msg
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{
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@@ -203,6 +203,12 @@ namespace Barotrauma.Items.Components
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set;
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}
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public AITarget AITarget
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{
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get;
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private set;
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}
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public AITarget AITarget
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{
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get;
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@@ -247,7 +253,7 @@ namespace Barotrauma.Items.Components
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{
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DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
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}
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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ParseMsg();
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@@ -155,14 +155,13 @@ namespace Barotrauma.Items.Components
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{
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if (item.Container != null) { return false; }
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if (AutoInteractWithContained && character.SelectedConstruction == null)
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if (AutoInteractWithContained)
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{
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foreach (Item contained in Inventory.Items)
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{
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if (contained == null) continue;
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if (contained.TryInteract(character))
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{
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character.FocusedItem = contained;
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return false;
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}
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}
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@@ -179,7 +178,6 @@ namespace Barotrauma.Items.Components
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if (contained == null) continue;
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if (contained.TryInteract(picker))
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{
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picker.FocusedItem = contained;
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return true;
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}
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}
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@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
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Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
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if (Math.Abs(Force) > 1.0f)
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{
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Vector2 currForce = new Vector2((force / 10.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
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Vector2 currForce = new Vector2((force / 100.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
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//less effective when in a bad condition
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currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);
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@@ -49,7 +49,7 @@ namespace Barotrauma.Items.Components
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private bool shutDown;
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const float AIUpdateInterval = 0.2f;
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const float AIUpdateInterval = 1.0f;
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private float aiUpdateTimer;
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private Character lastUser;
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@@ -209,10 +209,10 @@ namespace Barotrauma.Items.Components
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allowedFissionRate = Vector2.Lerp(new Vector2(20, AvailableFuel), new Vector2(10, AvailableFuel), degreeOfSuccess);
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allowedFissionRate.X = Math.Min(allowedFissionRate.X, allowedFissionRate.Y - 10);
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float heatAmount = GetGeneratedHeat(fissionRate);
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float heatAmount = fissionRate * (AvailableFuel / 100.0f) * 2.0f;
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float temperatureDiff = (heatAmount - turbineOutput) - Temperature;
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Temperature += MathHelper.Clamp(Math.Sign(temperatureDiff) * 10.0f * deltaTime, -Math.Abs(temperatureDiff), Math.Abs(temperatureDiff));
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//if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
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if (item.InWater && AvailableFuel < 100.0f) Temperature -= 12.0f * deltaTime;
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FissionRate = MathHelper.Lerp(fissionRate, Math.Min(targetFissionRate, AvailableFuel), deltaTime);
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TurbineOutput = MathHelper.Lerp(turbineOutput, targetTurbineOutput, deltaTime);
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@@ -313,48 +313,6 @@ namespace Barotrauma.Items.Components
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}
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}
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private float GetGeneratedHeat(float fissionRate)
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{
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return fissionRate * (prevAvailableFuel / 100.0f) * 2.0f;
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}
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/// <summary>
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/// Do we need more fuel to generate enough power to match the current load.
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/// </summary>
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/// <param name="minimumOutputRatio">How low we allow the output/load ratio to go before loading more fuel.
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/// 1.0 = always load more fuel when maximum output is too low, 0.5 = load more if max output is 50% of the load</param>
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private bool NeedMoreFuel(float minimumOutputRatio)
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{
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if (prevAvailableFuel <= 0.0f && load > 0.0f)
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{
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return true;
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}
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//fission rate is clamped to the amount of available fuel
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float maxFissionRate = Math.Min(prevAvailableFuel, 100.0f);
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float maxTurbineOutput = 100.0f;
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//calculate the maximum output if the fission rate is cranked as high as it goes and turbine output is at max
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float theoreticalMaxHeat = GetGeneratedHeat(fissionRate: maxFissionRate);
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float temperatureFactor = Math.Min(theoreticalMaxHeat / 50.0f, 1.0f);
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float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * MaxPowerOutput;
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//maximum output not enough, we need more fuel
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return theoreticalMaxOutput < load * minimumOutputRatio;
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}
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private bool TooMuchFuel()
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{
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var containedItems = item.ContainedItems;
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if (containedItems != null && containedItems.Count() <= 1) { return false; }
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//get the amount of heat we'd generate if the fission rate was at the low end of the optimal range
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float minimumHeat = GetGeneratedHeat(optimalFissionRate.X);
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//if we need a very high turbine output to keep the engine from overheating, there's too much fuel
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return minimumHeat > Math.Min(correctTurbineOutput * 1.5f, 90);
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}
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private void UpdateFailures(float deltaTime)
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{
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if (temperature > allowedTemperature.Y)
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@@ -409,11 +367,6 @@ namespace Barotrauma.Items.Components
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targetFissionRate = Math.Min(targetFissionRate + speed * 2 * deltaTime, 100.0f);
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}
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targetFissionRate = MathHelper.Clamp(targetFissionRate, 0.0f, 100.0f);
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//don't push the target too far from the current fission rate
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//otherwise we may "overshoot", cranking the target fission rate all the way up because it takes a while
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//for the actual fission rate and temperature to follow
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targetFissionRate = MathHelper.Clamp(targetFissionRate, FissionRate - 5, FissionRate + 5);
|
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}
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|
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public override void UpdateBroken(float deltaTime, Camera cam)
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@@ -488,18 +441,12 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
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|
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if (aiUpdateTimer > 0.0f)
|
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{
|
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aiUpdateTimer -= deltaTime;
|
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return false;
|
||||
}
|
||||
|
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//load more fuel if the current maximum output is only 50% of the current load
|
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if (NeedMoreFuel(minimumOutputRatio: 0.5f))
|
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//we need more fuel
|
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if (-currPowerConsumption < load * 0.5f && prevAvailableFuel <= 0.0f)
|
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{
|
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var containFuelObjective = new AIObjectiveContainItem(character, new string[] { "fuelrod", "reactorfuel" }, item.GetComponent<ItemContainer>())
|
||||
{
|
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MinContainedAmount = item.ContainedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
|
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MinContainedAmount = containedItems.Count(i => i != null && i.Prefab.Identifier == "fuelrod" || i.HasTag("reactorfuel")) + 1,
|
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GetItemPriority = (Item fuelItem) =>
|
||||
{
|
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if (fuelItem.ParentInventory?.Owner is Item)
|
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@@ -514,7 +461,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
character?.Speak(TextManager.Get("DialogReactorFuel"), null, 0.0f, "reactorfuel", 30.0f);
|
||||
|
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aiUpdateTimer = AIUpdateInterval;
|
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return false;
|
||||
}
|
||||
else if (TooMuchFuel())
|
||||
@@ -533,6 +479,12 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (aiUpdateTimer > 0.0f)
|
||||
{
|
||||
aiUpdateTimer -= deltaTime;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (lastUser != character && lastUser != null && lastUser.SelectedConstruction == item)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogReactorTaken"), null, 0.0f, "reactortaken", 10.0f);
|
||||
@@ -554,7 +506,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
AutoTemp = false;
|
||||
unsentChanges = true;
|
||||
UpdateAutoTemp(MathHelper.Lerp(0.5f, 2.0f, degreeOfSuccess), 1.0f);
|
||||
UpdateAutoTemp(2.0f + degreeOfSuccess * 5.0f, 1.0f);
|
||||
}
|
||||
#if CLIENT
|
||||
onOffSwitch.BarScroll = 0.0f;
|
||||
|
||||
@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (!pt.IsActive || !pt.CanTransfer) { continue; }
|
||||
if (!pt.IsActive) { continue; }
|
||||
|
||||
gridLoad += pt.PowerLoad;
|
||||
gridPower -= pt.CurrPowerConsumption;
|
||||
@@ -209,9 +209,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
item.SendSignal(0, ((int)Charge).ToString(), "charge", null);
|
||||
item.SendSignal(0, ((int)((Charge / capacity) * 100)).ToString(), "charge_%", null);
|
||||
item.SendSignal(0, ((int)((RechargeSpeed / maxRechargeSpeed) * 100)).ToString(), "charge_rate", null);
|
||||
item.SendSignal(0, Charge.ToString(), "charge", null);
|
||||
item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
|
||||
item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
|
||||
|
||||
foreach (Pair<Powered, Connection> connected in directlyConnected)
|
||||
{
|
||||
|
||||
@@ -180,8 +180,7 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
|
||||
//items in a bad condition are more sensitive to overvoltage
|
||||
float maxOverVoltage = MathHelper.Lerp(OverloadVoltage * 0.75f, OverloadVoltage, item.Condition / item.MaxCondition);
|
||||
maxOverVoltage = Math.Max(OverloadVoltage, 1.0f);
|
||||
float maxOverVoltage = MathHelper.Lerp(Math.Min(OverloadVoltage, 1.0f), OverloadVoltage, item.Condition / item.MaxCondition);
|
||||
|
||||
//if the item can't be fixed, don't allow it to break
|
||||
if (!item.Repairables.Any() || !CanBeOverloaded) continue;
|
||||
@@ -320,13 +319,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
//float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
|
||||
RelayComponent thisRelayComponent = this as RelayComponent;
|
||||
if (thisRelayComponent != null)
|
||||
{
|
||||
clampPower = Math.Min(Math.Min(clampPower, thisRelayComponent.MaxPower), powerLoad);
|
||||
clampLoad = Math.Min(clampLoad, thisRelayComponent.MaxPower);
|
||||
}
|
||||
float maxPower = this is RelayComponent relayComponent ? relayComponent.MaxPower : float.PositiveInfinity;
|
||||
|
||||
foreach (Connection c in PowerConnections)
|
||||
{
|
||||
@@ -364,8 +357,6 @@ namespace Barotrauma.Items.Components
|
||||
continue;
|
||||
}
|
||||
|
||||
float addLoad = 0.0f;
|
||||
float addPower = 0.0f;
|
||||
if (powered is PowerContainer powerContainer)
|
||||
{
|
||||
if (recipient.Name == "power_in")
|
||||
@@ -374,7 +365,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
addPower = powerContainer.CurrPowerOutput;
|
||||
fullPower += Math.Min(powerContainer.CurrPowerOutput, maxPower);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -389,16 +380,10 @@ namespace Barotrauma.Items.Components
|
||||
//negative power consumption = the construction is a
|
||||
//generator/battery or another junction box
|
||||
{
|
||||
addPower -= powered.CurrPowerConsumption;
|
||||
fullPower -= Math.Max(powered.CurrPowerConsumption, -maxPower);
|
||||
}
|
||||
}
|
||||
|
||||
if (addPower + fullPower > clampPower) { addPower -= (addPower + fullPower) - clampPower; };
|
||||
if (addPower > 0) { fullPower += addPower; }
|
||||
|
||||
if (addLoad + fullLoad > clampLoad) { addLoad -= (addLoad + fullLoad) - clampLoad; };
|
||||
if (addLoad > 0) { fullLoad += addLoad; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,8 @@ namespace Barotrauma.Items.Components
|
||||
public static float SkillIncreaseMultiplier = 0.4f;
|
||||
|
||||
private string header;
|
||||
|
||||
private float fixDurationLowSkill, fixDurationHighSkill;
|
||||
|
||||
private float deteriorationTimer;
|
||||
|
||||
@@ -50,20 +52,17 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with insufficient skill levels.")]
|
||||
public float FixDurationLowSkill
|
||||
/*private float repairProgress;
|
||||
public float RepairProgress
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(10.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with sufficient skill levels.")]
|
||||
public float FixDurationHighSkill
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
get { return repairProgress; }
|
||||
set
|
||||
{
|
||||
repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
}*/
|
||||
|
||||
private Character currentFixer;
|
||||
public Character CurrentFixer
|
||||
{
|
||||
@@ -84,6 +83,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
this.item = item;
|
||||
header = element.GetAttributeString("name", "");
|
||||
fixDurationLowSkill = element.GetAttributeFloat("fixdurationlowskill", 100.0f);
|
||||
fixDurationHighSkill = element.GetAttributeFloat("fixdurationhighskill", 5.0f);
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -159,7 +160,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
bool wasBroken = !item.IsFullCondition;
|
||||
float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
|
||||
float fixDuration = MathHelper.Lerp(fixDurationLowSkill, fixDurationHighSkill, successFactor);
|
||||
if (fixDuration <= 0.0f)
|
||||
{
|
||||
item.Condition = item.MaxCondition;
|
||||
@@ -185,5 +186,26 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(deteriorationTimer);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
deteriorationTimer = msg.ReadSingle();
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
//no need to write anything, just letting the server know we started repairing
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
if (c.Character == null) return;
|
||||
StartRepairing(c.Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -163,14 +163,6 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
wires[index] = wire;
|
||||
recipientsDirty = true;
|
||||
if (wire != null)
|
||||
{
|
||||
var otherConnection = wire.OtherConnection(this);
|
||||
if (otherConnection != null)
|
||||
{
|
||||
otherConnection.recipientsDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SendSignal(int stepsTaken, string signal, Item source, Character sender, float power, float signalStrength = 1.0f)
|
||||
|
||||
@@ -356,7 +356,7 @@ namespace Barotrauma.Items.Components
|
||||
projectile.body.ResetDynamics();
|
||||
projectile.body.Enabled = true;
|
||||
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y)), -rotation);
|
||||
projectile.UpdateTransform();
|
||||
projectile.FindHull();
|
||||
projectile.Submarine = projectile.body.Submarine;
|
||||
|
||||
Projectile projectileComponent = projectile.GetComponent<Projectile>();
|
||||
|
||||
Reference in New Issue
Block a user