Performing CPR on unconscious players, a "use on self" button for some items
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@@ -19,6 +19,8 @@ namespace Barotrauma
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private float thighTorque;
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private float cprAnimState;
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protected override float HeadPosition
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{
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get
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@@ -210,16 +212,12 @@ namespace Barotrauma
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UpdateStanding();
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break;
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case Animation.CPR:
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if (character.SelectedCharacter == null)
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{
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Anim = Animation.None;
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return;
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}
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DragCharacter(character.SelectedCharacter);
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UpdateCPR(deltaTime);
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break;
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default:
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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if (inWater)
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UpdateSwimming();
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else
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@@ -257,8 +255,6 @@ namespace Barotrauma
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = head.LinearVelocity.X * walkAnimSpeed;
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@@ -541,8 +537,6 @@ namespace Barotrauma
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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Limb rightFoot = GetLimb(LimbType.RightFoot);
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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float rotation = MathHelper.WrapAngle(torso.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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@@ -716,8 +710,6 @@ namespace Barotrauma
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//}
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movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
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Vector2 footPos, handPos;
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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Limb rightFoot = GetLimb(LimbType.RightFoot);
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Limb head = GetLimb(LimbType.Head);
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@@ -744,7 +736,7 @@ namespace Barotrauma
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
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handPos = new Vector2(
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Vector2 handPos = new Vector2(
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ladderSimPos.X,
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head.SimPosition.Y + 0.0f + movement.Y * 0.1f - ladderSimPos.Y);
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@@ -761,7 +753,7 @@ namespace Barotrauma
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leftHand.body.ApplyTorque(Dir * 2.0f);
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rightHand.body.ApplyTorque(Dir * 2.0f);
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footPos = new Vector2(
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Vector2 footPos = new Vector2(
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handPos.X - Dir * 0.05f,
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head.SimPosition.Y - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
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@@ -829,6 +821,46 @@ namespace Barotrauma
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}
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private void UpdateCPR(float deltaTime)
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{
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if (character.SelectedCharacter == null)
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{
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Anim = Animation.None;
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return;
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}
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Crouching = true;
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Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
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var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
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Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
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targetMovement = new Vector2(diff.X, 0.0f);
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TargetDir = headDiff.X > 0.0f ? Direction.Right : Direction.Left;
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UpdateStanding();
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Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY*0.2f;
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Grab(handPos, handPos);
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float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
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cprAnimState += deltaTime*8.0f;
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var head = GetLimb(LimbType.Head);
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
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head.pullJoint.Enabled = true;
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//RefLimb.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X - Math.Sign(headDiff.X) * 0.5f, targetHead.SimPosition.Y + 0.4f + yPos);
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//head.pullJoint.Enabled = true;
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//DragCharacter(character.SelectedCharacter, LimbType.Torso, LimbType.Head);
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}
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//float punchTimer;
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//bool punching;
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@@ -876,7 +908,7 @@ namespace Barotrauma
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// }
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//}
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public override void DragCharacter(Character target)
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public override void DragCharacter(Character target, LimbType rightHandTarget = LimbType.RightHand, LimbType leftHandTarget = LimbType.LeftHand)
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{
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if (target == null) return;
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@@ -888,10 +920,10 @@ namespace Barotrauma
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for (int i = 0; i < 2; i++ )
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{
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LimbType type = i == 0 ? LimbType.RightHand : LimbType.LeftHand;
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LimbType type = i == 0 ? rightHandTarget : leftHandTarget;
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Limb targetLimb = target.AnimController.GetLimb(type);
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Limb pullLimb = GetLimb(type);
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Limb pullLimb = GetLimb(i == 0 ? LimbType.RightHand : LimbType.LeftHand);
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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@@ -912,7 +944,20 @@ namespace Barotrauma
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{
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target.AnimController.TargetMovement = Vector2.Lerp(target.AnimController.TargetMovement, (character.SimPosition + Vector2.UnitX*Dir) - target.SimPosition, 0.5f);
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}
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}
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public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
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{
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for (int i = 0; i < 2; i++)
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{
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Limb pullLimb = (i == 0) ? GetLimb(LimbType.LeftHand) : GetLimb(LimbType.RightHand);
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pullLimb.Disabled = true;
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = (i==0) ? rightHandPos : leftHandPos;
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pullLimb.pullJoint.MaxForce = 500.0f;
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}
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}
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