Husk improvements, option for admin to talk to dead players, spectators or one specific player, entitygrid bugfix
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@@ -1,12 +1,14 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Character name="husk" humanoid="true" needsair="false">
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<Character name="husk" humanoid="true" needsair="false" doesbleed="false">
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<ragdoll headposition="114" torsoposition="88"
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<ragdoll headposition="134" torsoposition="108"
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stepsize="42.0, 12.0"
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walkanimspeed="4.58"
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movementlerp="0.4"
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legtorque="-15.0"
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thightorque="5.0">
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legtorque="15.0"
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thightorque="-5.0"
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walkspeed="2.0"
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swimspeed="2.0">
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<!-- head -->
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<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2" impacttolerance="5.0">
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@@ -78,18 +80,18 @@
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<!-- body to left leg -->
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<joint limb1="12" limb1anchor="0,-1" limb2="6" limb2anchor="0,14" lowerlimit="-30" upperlimit="120"/>
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<joint limb1="6" limb1anchor="0,-15" limb2="7" limb2anchor="0,20" lowerlimit="0" upperlimit="150"/>
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<joint limb1="6" limb1anchor="0,-15" limb2="7" limb2anchor="0,20" lowerlimit="-150" upperlimit="-10"/>
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<joint limb1="7" limb1anchor="-3,-21" limb2="8" limb2anchor="5,7" lowerlimit="20" upperlimit="90"/>
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<!-- body to right leg -->
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<joint limb1="12" limb1anchor="0,-1" limb2="9" limb2anchor="0,14" lowerlimit="-30" upperlimit="120"/>
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<joint limb1="9" limb1anchor="0,-15" limb2="10" limb2anchor="0,20" lowerlimit="0" upperlimit="150"/>
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<joint limb1="9" limb1anchor="0,-15" limb2="10" limb2anchor="0,20" lowerlimit="-150" upperlimit="-10"/>
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<joint limb1="10" limb1anchor="-3,-21" limb2="11" limb2anchor="5,7" lowerlimit="20" upperlimit="90"/>
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</ragdoll>
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<ai attackhumans="500" attackrooms="50.0" attackweaker="50" attackstronger="-30"
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<ai attackhumans="500" attackrooms="5.0" attackweaker="50" attackstronger="-30"
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sight="0.5" hearing="1.0"
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attackcooldown="5.0"/>
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</Character>
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@@ -109,7 +109,7 @@
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<MeleeWeapon slots="Any,RightHand,LeftHand"
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aimpos="50,0" handle1="-5,0" holdangle="10" reload="1.0">
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<Attack damage="2" stun="0.2" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/>
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<StatusEffect type="OnUse" target="Contained,Character" Condition="-25.0" stun="15.0" disabledeltatime="true" sound="Content/Items/Weapons/stunbaton.ogg">
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<StatusEffect type="OnUse" target="Contained,Character" Condition="-25.0" stun="20.0" disabledeltatime="true" sound="Content/Items/Weapons/stunbaton.ogg">
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<RequiredItem name="Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
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<Explosion range="100.0" force="0.1" shockwave="false" flames="false" camerashake="5.0"/>
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</StatusEffect>
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@@ -107,6 +107,14 @@ namespace Barotrauma
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Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (Character.AnimController is HumanoidAnimController)
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{
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if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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}
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if (updateTargetsTimer > 0.0)
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{
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updateTargetsTimer -= deltaTime;
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@@ -43,6 +43,9 @@ namespace Barotrauma
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stepSize = ToolBox.GetAttributeVector2(element, "stepsize", Vector2.One);
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stepSize = ConvertUnits.ToSimUnits(stepSize);
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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//stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.One);
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//stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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@@ -31,9 +31,6 @@ namespace Barotrauma
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flip = ToolBox.GetAttributeBool(element, "flip", false);
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
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if (float.IsNaN(footRot))
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{
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@@ -241,7 +241,7 @@ namespace Barotrauma
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float footMid = waist.SimPosition.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
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movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
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movement = MathUtils.SmoothStep(movement, TargetMovement*walkSpeed, movementLerp);
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movement.Y = 0.0f;
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for (int i = 0; i < 2; i++)
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@@ -502,7 +502,7 @@ namespace Barotrauma
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if (TargetMovement == Vector2.Zero) return;
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
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movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 0.3f);
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//dont try to move upwards if head is already out of water
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if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
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@@ -391,7 +391,10 @@ namespace Barotrauma
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Properties = ObjectProperty.GetProperties(this);
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Info = characterInfo==null ? new CharacterInfo(file) : characterInfo;
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if (file == humanConfigFile)
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{
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Info = characterInfo == null ? new CharacterInfo(file) : characterInfo;
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}
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XDocument doc = ToolBox.TryLoadXml(file);
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if (doc == null || doc.Root == null) return;
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@@ -453,22 +456,26 @@ namespace Barotrauma
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}
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}
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if (Info.PickedItemIDs.Any())
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if (file == humanConfigFile)
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{
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for (ushort i = 0; i < Info.PickedItemIDs.Count; i++ )
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if (Info.PickedItemIDs.Any())
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{
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if (Info.PickedItemIDs[i] == 0) continue;
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for (ushort i = 0; i < Info.PickedItemIDs.Count; i++ )
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{
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if (Info.PickedItemIDs[i] == 0) continue;
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Item item = FindEntityByID(Info.PickedItemIDs[i]) as Item;
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Item item = FindEntityByID(Info.PickedItemIDs[i]) as Item;
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System.Diagnostics.Debug.Assert(item != null);
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if (item == null) continue;
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System.Diagnostics.Debug.Assert(item != null);
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if (item == null) continue;
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item.Pick(this, true, true, true);
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inventory.TryPutItem(item, i, false);
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item.Pick(this, true, true, true);
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inventory.TryPutItem(item, i, false);
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}
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}
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}
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AnimController.FindHull(null);
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if (AnimController.CurrentHull != null) Submarine = AnimController.CurrentHull.Submarine;
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@@ -132,6 +132,8 @@ namespace Barotrauma
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return;
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}
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name = "";
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if (doc.Root.Element("name") != null)
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{
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string firstNamePath = ToolBox.GetAttributeString(doc.Root.Element("name"), "firstname", "");
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@@ -32,16 +32,17 @@ namespace Barotrauma
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Rectangle rect = entity.Rect;
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//if (Submarine.Loaded != null) rect.Offset(-Submarine.HiddenSubPosition);
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Rectangle indices = GetIndices(rect);
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if (indices.X < 0 || indices.Width >= entities.GetLength(0) ||
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indices.Y < 0 || indices.Height >= entities.GetLength(1))
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if (indices.Width < 0 || indices.X >= entities.GetLength(0) ||
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indices.Height < 0 || indices.Y >= entities.GetLength(1))
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{
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DebugConsole.ThrowError("Error in EntityGrid.InsertEntity: " + entity + " is outside the grid");
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return;
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}
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for (int x = indices.X; x <= indices.Width; x++)
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for (int x = Math.Max(indices.X, 0); x <= Math.Min(indices.Width, entities.GetLength(0)); x++)
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{
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for (int y = indices.Y; y <= indices.Height; y++)
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for (int y = Math.Max(indices.Y,0); y <= Math.Min(indices.Height, entities.GetLength(1)); y++)
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{
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entities[x, y].Add(entity);
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}
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@@ -882,6 +882,9 @@ namespace Barotrauma.Networking
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GameMain.GameScreen.Select();
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AddChatMessage("Press TAB to chat. Use ''/d'' to talk to dead players and spectators, and ''/playername'' to only send the message to a specific player.", ChatMessageType.Server);
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yield return CoroutineStatus.Success;
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}
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@@ -1267,17 +1270,43 @@ namespace Barotrauma.Networking
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public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server)
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{
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AddChatMessage(message, type);
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if (server.Connections.Count == 0) return;
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string[] words = message.Split(' ');
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List<Client> recipients = new List<Client>();
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Client targetClient = null;
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foreach (Client c in ConnectedClients)
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if (words.Length > 2)
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{
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if (type!=ChatMessageType.Dead || (c.Character != null && c.Character.IsDead)) recipients.Add(c);
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if (words[1] == "/dead" || words[1] == "/d")
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{
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type = ChatMessageType.Dead;
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}
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else
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{
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targetClient = ConnectedClients.Find(c =>
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words[0] == "/" + c.name.ToLower() ||
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c.Character != null && words[0] == "/" + c.Character.Name.ToLower());
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}
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message = words[0] + " " + string.Join(" ", words, 2, words.Length - 2);
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}
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if (targetClient != null)
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{
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recipients.Add(targetClient);
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}
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else
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{
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foreach (Client c in ConnectedClients)
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{
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if (type != ChatMessageType.Dead || (c.Character != null && c.Character.IsDead)) recipients.Add(c);
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}
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}
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AddChatMessage(message, type);
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if (!server.Connections.Any()) return;
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foreach (Client c in recipients)
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{
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ReliableMessage msg = c.ReliableChannel.CreateMessage();
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@@ -9,7 +9,7 @@ namespace Barotrauma.Networking
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{
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class ServerLog
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{
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const int LinesPerFile = 500;
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const int LinesPerFile = 300;
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const string SavePath = "ServerLogs";
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