v1.7.7.0 (Winter Update 2024)

This commit is contained in:
Regalis11
2024-12-11 13:26:13 +02:00
parent 7d5b7a310a
commit f6349b2175
256 changed files with 4794 additions and 1653 deletions
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
private Gap linkedGap;
private bool isOpen;
private float openState;
private float openState, lastOpenState;
private readonly Sprite doorSprite, weldedSprite, brokenSprite;
private readonly bool scaleBrokenSprite, fadeBrokenSprite;
private readonly bool autoOrientGap;
@@ -218,6 +218,7 @@ namespace Barotrauma.Items.Components
get { return openState; }
set
{
lastOpenState = openState;
openState = MathHelper.Clamp(value, 0.0f, 1.0f);
#if CLIENT
float size = IsHorizontal ? item.Rect.Width : item.Rect.Height;
@@ -329,13 +330,24 @@ namespace Barotrauma.Items.Components
private readonly LocalizedString cannotOpenText = TextManager.Get("DoorMsgCannotOpen");
public override bool HasRequiredItems(Character character, bool addMessage, LocalizedString msg = null)
{
Msg = HasAccess(character) ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
if (IsBroken)
{
return false;
}
if (isOpen)
{
Msg = HasAccess(character) ? "ItemMsgClose" : "ItemMsgForceCloseCrowbar";
}
else
{
Msg = HasAccess(character) ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
}
ParseMsg();
if (addMessage)
{
msg = msg ?? (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText).Value;
msg ??= (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText).Value;
}
return isBroken || base.HasRequiredItems(character, addMessage, msg);
return base.HasRequiredItems(character, addMessage, msg);
}
public override bool Pick(Character picker)
@@ -461,12 +473,12 @@ namespace Barotrauma.Items.Components
if (PredictedState == null)
{
OpenState += deltaTime * (isOpen ? OpeningSpeed : -ClosingSpeed);
isClosing = openState > 0.0f && openState < 1.0f && !isOpen;
isClosing = openState is > 0.0f and < 1.0f && !isOpen;
}
else
{
OpenState += deltaTime * ((bool)PredictedState ? OpeningSpeed : -ClosingSpeed);
isClosing = openState > 0.0f && openState < 1.0f && !(bool)PredictedState;
OpenState += deltaTime * (PredictedState.Value ? OpeningSpeed : -ClosingSpeed);
isClosing = openState is > 0.0f and < 1.0f && !PredictedState.Value;
resetPredictionTimer -= deltaTime;
if (resetPredictionTimer <= 0.0f)
@@ -479,7 +491,11 @@ namespace Barotrauma.Items.Components
if (isClosing)
{
if (OpenState < 0.9f) { PushCharactersAway(); }
//server gives the clients more leeway on moving through closing doors
//latency can often otherwise make a client get blocked by a closing door server-side even if it seemed like they made it through client-side
float pushCharactersAwayThreshold = GameMain.NetworkMember is { IsServer: true } ? 0.1f : 0.9f;
if (OpenState < pushCharactersAwayThreshold) { PushCharactersAway(); }
if (CheckSubmarinesInDoorWay())
{
PredictedState = null;
@@ -771,11 +787,11 @@ namespace Barotrauma.Items.Components
{
if (IsHorizontal)
{
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
body.SetTransformIgnoreContacts(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
}
else
{
body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
body.SetTransformIgnoreContacts(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
}
}