v1.7.7.0 (Winter Update 2024)
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@@ -14,13 +14,15 @@ namespace Barotrauma.Items.Components
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{
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partial class Holdable : Pickable, IServerSerializable, IClientSerializable
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{
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private readonly struct EventData : IEventData
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private readonly struct AttachEventData : IEventData
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{
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public readonly Vector2 AttachPos;
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public EventData(Vector2 attachPos)
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public readonly Character Attacher;
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public AttachEventData(Vector2 attachPos, Character attacher)
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{
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AttachPos = attachPos;
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Attacher = attacher;
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}
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}
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@@ -225,6 +227,44 @@ namespace Barotrauma.Items.Components
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set;
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}
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/// <summary>
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/// For setting the handle positions using status effects
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/// </summary>
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public Vector2 Handle1
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{
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get { return ConvertUnits.ToDisplayUnits(handlePos[0]); }
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set
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{
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handlePos[0] = ConvertUnits.ToSimUnits(value);
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if (item.FlippedX)
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{
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handlePos[0].X = -handlePos[0].X;
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}
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if (!secondHandlePosDefined)
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{
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Handle2 = value;
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}
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}
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}
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/// <summary>
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/// For setting the handle positions using status effects
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/// </summary>
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public Vector2 Handle2
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{
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get { return ConvertUnits.ToDisplayUnits(handlePos[1]); }
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set
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{
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handlePos[1] = ConvertUnits.ToSimUnits(value);
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if (item.FlippedX)
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{
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handlePos[1].X = -handlePos[1].X;
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}
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}
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}
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private bool secondHandlePosDefined;
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public Holdable(Item item, ContentXElement element)
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: base(item, element)
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{
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@@ -254,9 +294,14 @@ namespace Barotrauma.Items.Components
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{
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int index = i - 1;
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string attributeName = "handle" + i;
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var attribute = element.GetAttribute(attributeName);
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// If no value is defind for handle2, use the value of handle1.
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var value = attribute != null ? ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value)) : previousValue;
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Vector2 value = previousValue;
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var attribute = element.GetAttribute(attributeName);
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if (attribute != null)
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{
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secondHandlePosDefined = i > 1;
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value = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value));
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}
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handlePos[index] = value;
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previousValue = value;
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}
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@@ -755,21 +800,14 @@ namespace Barotrauma.Items.Components
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if (GameMain.NetworkMember != null)
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{
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if (character != Character.Controlled)
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{
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return false;
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}
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else if (GameMain.NetworkMember.IsServer)
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{
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return false;
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}
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else
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{
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#if CLIENT
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if (character == Character.Controlled)
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{
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Vector2 attachPos = ConvertUnits.ToSimUnits(GetAttachPosition(character));
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item.CreateClientEvent(this, new EventData(attachPos));
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#endif
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item.CreateClientEvent(this, new AttachEventData(attachPos, character));
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}
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#endif
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//don't attach at this point in MP: instead rely on the network events created above
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return false;
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}
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else
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@@ -824,9 +862,13 @@ namespace Barotrauma.Items.Components
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if (user.Submarine != null)
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{
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//we must add some "padding" to the raycast to ensure it reaches all the way to a wall
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//otherwise the cursor might be outside a wall, but the grid cell it's in might be partially inside
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Vector2 padding = Submarine.GridSize * new Vector2(Math.Sign(mouseDiff.X), Math.Sign(mouseDiff.Y));
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if (Submarine.PickBody(
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ConvertUnits.ToSimUnits(user.Position),
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ConvertUnits.ToSimUnits(user.Position + mouseDiff), collisionCategory: Physics.CollisionWall) != null)
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ConvertUnits.ToSimUnits(user.Position + mouseDiff + padding), collisionCategory: Physics.CollisionWall) != null)
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{
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attachPos = userPos + mouseDiff * Submarine.LastPickedFraction + offset;
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