v1.4.4.1 (Blood in the Water Update)
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+4
-16
@@ -22,11 +22,7 @@ namespace Barotrauma
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{
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if (_ragdollParams == null)
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{
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_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character.SpeciesName);
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if (!character.VariantOf.IsEmpty)
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{
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_ragdollParams.ApplyVariantScale(character.Params.VariantFile);
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}
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_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character);
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}
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return _ragdollParams;
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}
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@@ -133,7 +129,7 @@ namespace Barotrauma
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public FishAnimController(Character character, string seed, FishRagdollParams ragdollParams = null) : base(character, seed, ragdollParams) { }
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public override void UpdateAnim(float deltaTime)
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protected override void UpdateAnim(float deltaTime)
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{
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//wait a bit for the ragdoll to "settle" (for joints to force the limbs to appropriate positions) before starting to animate
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if (Timing.TotalTime - character.SpawnTime < 0.1f) { return; }
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@@ -145,7 +141,7 @@ namespace Barotrauma
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}
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var mainLimb = MainLimb;
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levitatingCollider = !IsHanging;
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levitatingCollider = !IsHangingWithRope;
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if (!character.CanMove)
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{
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@@ -1011,15 +1007,7 @@ namespace Barotrauma
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{
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//make sure the angle "has the same number of revolutions" as the reference limb
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//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
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while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
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{
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angle += MathHelper.TwoPi;
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}
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while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
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{
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angle -= MathHelper.TwoPi;
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}
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angle = referenceLimb.body.WrapAngleToSameNumberOfRevolutions(angle);
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limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
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}
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