(248ac43ed) Added inventory icons for Physicorium items armor, helmet, ammunition box and spear + normal and explosive spear (not yet implemented)
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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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