v0.11.0.9
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+13
-47
@@ -5,6 +5,7 @@ using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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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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@@ -128,54 +129,19 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < ProjectileCount; i++)
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{
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Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
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if (projectile == null) { return true; }
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float spread = GetSpread(character);
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float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
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rotation += spread * Rand.Range(-0.5f, 0.5f);
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projectile.User = character;
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//add the limbs of the shooter to the list of bodies to be ignored
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//so that the player can't shoot himself
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projectile.IgnoredBodies = new List<Body>(limbBodies);
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Vector2 projectilePos = item.SimPosition;
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Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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//make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel
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if (Submarine.PickBody(sourcePos, barrelPos, projectile.IgnoredBodies, Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
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if (projectile != null)
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{
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//no obstacles -> we can spawn the projectile at the barrel
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projectilePos = barrelPos;
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}
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else if ((sourcePos - barrelPos).LengthSquared() > 0.0001f)
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{
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//spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle
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projectilePos = sourcePos - Vector2.Normalize(barrelPos - projectilePos) * Math.Max(projectile.Item.body.GetMaxExtent(), 0.1f);
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}
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projectile.Item.body.ResetDynamics();
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projectile.Item.SetTransform(projectilePos, rotation);
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projectile.Use(deltaTime);
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projectile.Item.GetComponent<Rope>()?.Attach(item, projectile.Item);
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if (projectile.Item.Removed) { continue; }
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projectile.User = character;
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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//set the rotation of the projectile again because dropping the projectile resets the rotation
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projectile.Item.SetTransform(projectilePos,
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rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
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item.RemoveContained(projectile.Item);
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if (i == 0)
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{
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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float rotation = (Item.body.Dir == 1.0f) ? Item.body.Rotation : Item.body.Rotation - MathHelper.Pi;
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float spread = GetSpread(character) * Rand.Range(-0.5f, 0.5f);
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projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: limbBodies.ToList(), createNetworkEvent: false);
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projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
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if (i == 0)
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{
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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);
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}
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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Item.RemoveContained(projectile.Item);
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}
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}
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