(248ac43ed) Added inventory icons for Physicorium items armor, helmet, ammunition box and spear + normal and explosive spear (not yet implemented)
This commit is contained in:
@@ -66,6 +66,33 @@ namespace Barotrauma
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CanBeFocused = false
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};
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Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
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crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
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{
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CanBeFocused = false
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};
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toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
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{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
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"", style: "UIToggleButton");
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toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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toggleCrewAreaOpen = !toggleCrewAreaOpen;
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foreach (GUIComponent child in btn.Children)
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{
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child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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}
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return true;
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};
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characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
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{
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//Spacing = (int)(3 * GUI.Scale),
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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CanBeFocused = false
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};
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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@@ -81,6 +108,16 @@ namespace Barotrauma
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prevUIScale = GUI.Scale;
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}
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#endregion
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#region Character list management
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public Rectangle GetCharacterListArea()
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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@@ -175,142 +175,6 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
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}
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if (RelativeSize.HasValue)
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{
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target.RelativeSize = RelativeSize.Value;
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}
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else if (AbsoluteSize.HasValue)
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{
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target.NonScaledSize = AbsoluteSize.Value;
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}
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if (Anchor.HasValue)
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{
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target.Anchor = Anchor.Value;
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}
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if (Pivot.HasValue)
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{
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target.Pivot = Pivot.Value;
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}
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else
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{
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
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}
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target.RecalculateChildren(true, true);
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}
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}
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public GUIFrame GuiFrame { get; protected set; }
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[Serialize(false, false)]
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public bool AllowUIOverlap
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{
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get;
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set;
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}
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private ItemComponent linkToUIComponent;
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[Serialize("", false)]
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public string LinkUIToComponent
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{
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get;
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set;
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}
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[Serialize(0, false)]
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public int HudPriority
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{
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get;
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private set;
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}
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private bool useAlternativeLayout;
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public bool UseAlternativeLayout
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{
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get { return useAlternativeLayout; }
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set
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{
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if (AlternativeLayout != null)
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{
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if (value == useAlternativeLayout) { return; }
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useAlternativeLayout = value;
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if (useAlternativeLayout)
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{
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AlternativeLayout?.ApplyTo(GuiFrame.RectTransform);
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}
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else
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{
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DefaultLayout?.ApplyTo(GuiFrame.RectTransform);
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
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}
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if (RelativeSize.HasValue)
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{
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target.RelativeSize = RelativeSize.Value;
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}
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else if (AbsoluteSize.HasValue)
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{
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target.NonScaledSize = AbsoluteSize.Value;
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}
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if (Anchor.HasValue)
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{
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target.Anchor = Anchor.Value;
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}
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if (Pivot.HasValue)
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{
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target.Pivot = Pivot.Value;
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}
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else
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{
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
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}
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target.RecalculateChildren(true, true);
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}
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}
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public GUIFrame GuiFrame { get; protected set; }
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[Serialize(false, false)]
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public bool AllowUIOverlap
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{
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get;
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set;
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}
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private ItemComponent linkToUIComponent;
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[Serialize("", false)]
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public string LinkUIToComponent
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{
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get;
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set;
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}
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[Serialize(0, false)]
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public int HudPriority
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{
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get;
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private set;
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}
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private bool shouldMuffleLooping;
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@@ -339,14 +339,11 @@ namespace Barotrauma.Items.Components
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}
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}
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float zoom = cam == null ? 1.0f : (float)Math.Sqrt(cam.Zoom);
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crosshairSprite?.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, zoom);
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crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, zoom);
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}
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crosshairSprite?.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, zoom);
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crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, zoom);
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if (crosshairSprite != null)
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{
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crosshairSprite.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, (float)Math.Sqrt(cam.Zoom));
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}
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if (crosshairPointerSprite != null) crosshairPointerSprite.Draw(spriteBatch, crosshairPointerPos, 0, (float)Math.Sqrt(cam.Zoom));
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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@@ -289,8 +289,6 @@ namespace Barotrauma
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public override void OnAttacked(Character attacker, AttackResult attackResult)
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{
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// Damage from falling etc.
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if (Character.LastDamageSource == null) { return; }
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float damage = attackResult.Damage;
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if (damage <= 0) { return; }
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if (attacker == null || attacker.IsDead || attacker.Removed)
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@@ -43,80 +43,11 @@ namespace Barotrauma
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private set;
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}
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/// <summary>
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/// Returns true if the current or the next node is in ladders.
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/// </summary>
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public bool InLadders =>
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currentPath != null &&
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currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null ||
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(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
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public bool InLadders => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Ladders != null;
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public bool IsNextNodeLadder => currentPath.NextNode != null && currentPath.CurrentNode.Ladders != null;
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public bool IsNextLadderSameAsCurrent => IsNextNodeLadder && currentPath.CurrentNode.Ladders == currentPath.NextNode.Ladders;
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/// <summary>
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/// Returns true if the current or the next node is in stairs.
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/// </summary>
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public bool InStairs =>
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currentPath != null &&
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currentPath.CurrentNode != null && (currentPath.CurrentNode.Stairs != null ||
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(currentPath.NextNode != null && currentPath.NextNode.Stairs != null));
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public bool IsNextNodeLadder
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{
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get
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{
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if (currentPath == null) { return false; }
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if (currentPath.NextNode == null) { return false; }
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if (currentPath.NextNode.Ladders != null)
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{
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return true;
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}
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else
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{
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// Check if the node after the next node is ladder.
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int index = currentPath.CurrentIndex + 2;
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if (currentPath.Nodes.Count > index)
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{
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var node = currentPath.Nodes[index];
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if (node == null) { return false; }
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// Only applied if the node is close enough to the current node.
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if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
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return node.Ladders != null;
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}
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return false;
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}
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}
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}
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public bool IsNextLadderSameAsCurrent
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{
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get
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{
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if (currentPath == null) { return false; }
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if (currentPath.CurrentNode == null) { return false; }
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if (currentPath.NextNode == null) { return false; }
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var currentLadder = currentPath.CurrentNode.Ladders;
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if (currentLadder == null) { return false; }
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var nextLadder = currentPath.NextNode.Ladders;
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if (nextLadder != null)
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{
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return currentLadder == nextLadder;
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}
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else
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{
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// Check if the node after the next node is in the same ladder as the current.
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int index = currentPath.CurrentIndex + 2;
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if (currentPath.Nodes.Count > index)
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{
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var node = currentPath.Nodes[index];
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if (node == null) { return false; }
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// Only applied if the node is close enough to the current node.
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if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
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nextLadder = node.Ladders;
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return nextLadder != null && nextLadder == currentLadder;
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}
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return false;
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}
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}
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}
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public bool InStairs => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null;
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public IndoorsSteeringManager(ISteerable host, bool canOpenDoors, bool canBreakDoors) : base(host)
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{
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@@ -242,7 +173,7 @@ namespace Barotrauma
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSamesCurrent = IsNextLadderSameAsCurrent;
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if (nextLadderSamesCurrent)
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if (IsNextLadderSameAsCurrent)
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{
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//climbing ladders -> don't move horizontally
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diff.X = 0.0f;
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@@ -260,14 +191,14 @@ namespace Barotrauma
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bool aboveFloor = heightFromFloor > 0.0f && heightFromFloor < collider.height * 1.5f;
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if (aboveFloor || IsNextNodeLadder)
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{
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if (!nextLadderSamesCurrent)
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if (!IsNextLadderSameAsCurrent)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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currentPath.SkipToNextNode();
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}
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}
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else if (nextLadderSamesCurrent)
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else if (IsNextLadderSameAsCurrent)
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{
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//if the current node is below the character and the next one is above (or vice versa)
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//and both are on ladders, we can skip directly to the next one
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