WIP CrashReporter, misc refactoring
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@@ -30,11 +30,7 @@ namespace Subsurface
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead)
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{
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UpdateStruggling();
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return;
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}
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if (character.IsDead) return;
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Vector2 colliderPos = GetLimb(LimbType.Torso).SimPosition;
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@@ -49,7 +45,7 @@ namespace Subsurface
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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Structure closestStructure = null;
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Game1.World.RayCast((fixture, point, normal, fraction) =>
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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switch (fixture.CollisionCategories)
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{
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@@ -136,7 +132,7 @@ namespace Subsurface
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if (stunTimer > 0)
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{
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UpdateStruggling();
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//UpdateStruggling();
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stunTimer -= deltaTime;
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return;
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}
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@@ -159,7 +155,7 @@ namespace Subsurface
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if (TargetDir != dir) Flip();
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foreach (Limb limb in limbs)
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foreach (Limb limb in Limbs)
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{
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limb.Disabled = false;
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}
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@@ -223,7 +219,7 @@ namespace Subsurface
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//place the anchors of the head and the torso to make the ragdoll stand
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if (onGround && LowestLimb != null && (LowestLimb.SimPosition.Y-floorY < 0.5f || stairs != null) && head !=null)
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{
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getUpSpeed = Math.Max(getUpSpeed * (head.SimPosition.Y - colliderPos.Y), 0.25f);
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getUpSpeed = getUpSpeed * (head.SimPosition.Y - colliderPos.Y);//, 0.25f);
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if (stairs != null)
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{
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@@ -325,8 +321,7 @@ namespace Subsurface
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posAdditon.Y += 0.1f;
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}
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}
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if (!rightHand.Disabled)
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{
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rightHand.body.ApplyTorque(walkPosY * runningModifier * Dir);
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@@ -676,26 +671,7 @@ namespace Subsurface
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}
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}
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void UpdateStruggling()
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{
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Limb leftLeg = GetLimb(LimbType.LeftFoot);
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Limb rightLeg = GetLimb(LimbType.RightFoot);
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Limb torso = GetLimb(LimbType.Torso);
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//walkPos += 0.2f;
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if (inWater) return;
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HandIK(GetLimb(LimbType.RightHand), GetLimb(LimbType.Head).SimPosition,0.1f);
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HandIK(GetLimb(LimbType.LeftHand), GetLimb(LimbType.Head).SimPosition,0.1f);
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//Vector2 footPos = torso.body.Position+ new Vector2(TorsoPosition*Dir,0.0f);
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//MoveLimb(leftLeg, footPos, 0.7f);
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//MoveLimb(rightLeg, footPos, 0.7f);
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}
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//float punchTimer;
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//bool punching;
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@@ -885,7 +861,7 @@ namespace Subsurface
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}
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}
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foreach (Limb l in limbs)
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foreach (Limb l in Limbs)
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{
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switch (l.type)
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{
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