v0.11.0.9

This commit is contained in:
Joonas Rikkonen
2020-12-09 16:34:16 +02:00
parent bbf06f0984
commit f433a7ba10
325 changed files with 13947 additions and 3652 deletions
@@ -5,6 +5,7 @@ using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
@@ -128,54 +129,19 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < ProjectileCount; i++)
{
Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
if (projectile == null) { return true; }
float spread = GetSpread(character);
float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
rotation += spread * Rand.Range(-0.5f, 0.5f);
projectile.User = character;
//add the limbs of the shooter to the list of bodies to be ignored
//so that the player can't shoot himself
projectile.IgnoredBodies = new List<Body>(limbBodies);
Vector2 projectilePos = item.SimPosition;
Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
//make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel
if (Submarine.PickBody(sourcePos, barrelPos, projectile.IgnoredBodies, Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
if (projectile != null)
{
//no obstacles -> we can spawn the projectile at the barrel
projectilePos = barrelPos;
}
else if ((sourcePos - barrelPos).LengthSquared() > 0.0001f)
{
//spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle
projectilePos = sourcePos - Vector2.Normalize(barrelPos - projectilePos) * Math.Max(projectile.Item.body.GetMaxExtent(), 0.1f);
}
projectile.Item.body.ResetDynamics();
projectile.Item.SetTransform(projectilePos, rotation);
projectile.Use(deltaTime);
projectile.Item.GetComponent<Rope>()?.Attach(item, projectile.Item);
if (projectile.Item.Removed) { continue; }
projectile.User = character;
projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
//set the rotation of the projectile again because dropping the projectile resets the rotation
projectile.Item.SetTransform(projectilePos,
rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
item.RemoveContained(projectile.Item);
if (i == 0)
{
//recoil
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);
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) * Rand.Range(-0.5f, 0.5f);
projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: limbBodies.ToList(), createNetworkEvent: false);
projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
if (i == 0)
{
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 * Rand.Range(-10.0f, 10.0f));
Item.RemoveContained(projectile.Item);
}
}