v1.0.13.1 (first post-1.0 patch)

This commit is contained in:
Regalis11
2023-05-10 15:07:17 +03:00
parent 96fb49ba14
commit ee1db852b1
272 changed files with 5738 additions and 2413 deletions
@@ -700,7 +700,8 @@ namespace Barotrauma.Items.Components
}
Vector2 attachPos = GetAttachPosition(character, useWorldCoordinates: true);
Submarine attachSubmarine = Structure.GetAttachTarget(attachPos)?.Submarine ?? item.Submarine;
int maxAttachableCount = (int)character.Info.GetSavedStatValue(StatTypes.MaxAttachableCount, item.Prefab.Identifier);
int maxAttachableCount = (int)character.Info.GetSavedStatValueWithBotsInMp(StatTypes.MaxAttachableCount, item.Prefab.Identifier);
int currentlyAttachedCount = Item.ItemList.Count(
i => i.Submarine == attachSubmarine && i.GetComponent<Holdable>() is Holdable holdable && holdable.Attached && i.Prefab.Identifier == item.Prefab.Identifier);
if (maxAttachableCount == 0)
@@ -260,7 +260,7 @@ namespace Barotrauma.Items.Components
{
Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
float rotation = (Item.body.Dir == 1.0f) ? Item.body.Rotation : Item.body.Rotation - MathHelper.Pi;
float spread = GetSpread(character) * Projectile.GetSpreadFromPool(projectile.SpreadCounter);
float spread = GetSpread(character) * projectile.GetSpreadFromPool();
var lastProjectile = LastProjectile;
if (lastProjectile != projectile)
@@ -277,7 +277,7 @@ namespace Barotrauma.Items.Components
{
Item.body.ApplyLinearImpulse(new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * Item.body.Mass * -50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * 20.0f * Projectile.GetSpreadFromPool(projectile.SpreadCounter));
projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * 20.0f * projectile.GetSpreadFromPool());
}
Item.RemoveContained(projectile.Item);
}
@@ -84,6 +84,9 @@ namespace Barotrauma.Items.Components
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair multiple things at once, or will it only affect the first thing the ray from the barrel hits.")]
public bool RepairMultiple { get; set; }
[Serialize(true, IsPropertySaveable.No, description: "Can the item repair multiple walls at once? Only relevant if RepairMultiple is true.")]
public bool RepairMultipleWalls { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair things through holes in walls.")]
public bool RepairThroughHoles { get; set; }
@@ -383,6 +386,7 @@ namespace Barotrauma.Items.Components
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
}
if (!RepairMultipleWalls && (bodyType == typeof(Structure) || (body.UserData as Item)?.GetComponent<Door>() != null)) { break; }
Character hitCharacter = null;
if (body.UserData is Limb limb)