v1.4.4.1 (Blood in the Water Update)
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+17
-10
@@ -5,9 +5,9 @@ namespace Barotrauma
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class HumanWalkParams : HumanGroundedParams
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{
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public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character, AnimationType.Walk);
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public static HumanWalkParams GetAnimParams(Character character, string fileName = null)
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public static HumanWalkParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
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{
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return GetAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk, fileName);
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return GetAnimParams<HumanWalkParams>(character, AnimationType.Walk, file, throwErrors);
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}
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public override void StoreSnapshot() => StoreSnapshot<HumanWalkParams>();
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@@ -16,9 +16,9 @@ namespace Barotrauma
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class HumanRunParams : HumanGroundedParams
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{
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public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character, AnimationType.Run);
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public static HumanRunParams GetAnimParams(Character character, string fileName = null)
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public static HumanRunParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
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{
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return GetAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run, fileName);
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return GetAnimParams<HumanRunParams>(character, AnimationType.Run, file, throwErrors);
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}
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public override void StoreSnapshot() => StoreSnapshot<HumanRunParams>();
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@@ -36,9 +36,9 @@ namespace Barotrauma
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public float ExtraTorsoAngleWhenStationary { get; set; }
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public static HumanCrouchParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanCrouchParams>(character, AnimationType.Crouch);
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public static HumanCrouchParams GetAnimParams(Character character, string fileName = null)
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public static HumanCrouchParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
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{
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return GetAnimParams<HumanCrouchParams>(character.SpeciesName, AnimationType.Crouch, fileName);
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return GetAnimParams<HumanCrouchParams>(character, AnimationType.Crouch, file, throwErrors);
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}
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public override void StoreSnapshot() => StoreSnapshot<HumanCrouchParams>();
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@@ -47,9 +47,9 @@ namespace Barotrauma
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class HumanSwimFastParams: HumanSwimParams
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{
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public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast);
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public static HumanSwimFastParams GetAnimParams(Character character, string fileName = null)
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public static HumanSwimFastParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
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{
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return GetAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
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return GetAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast, file, throwErrors);
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}
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@@ -59,9 +59,9 @@ namespace Barotrauma
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class HumanSwimSlowParams : HumanSwimParams
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{
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public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow);
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public static HumanSwimSlowParams GetAnimParams(Character character, string fileName = null)
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public static HumanSwimSlowParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
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{
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return GetAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
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return GetAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow, file, throwErrors);
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}
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public override void StoreSnapshot() => StoreSnapshot<HumanSwimSlowParams>();
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@@ -125,6 +125,13 @@ namespace Barotrauma
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[Serialize(0f, IsPropertySaveable.Yes, description: "How much the horizontal difference of waist and the foot positions has an effect to lifting the foot."), Editable(DecimalCount = 2, ValueStep = 0.1f, MinValueFloat = 0f, MaxValueFloat = 1f)]
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public float FootLiftHorizontalFactor { get; set; }
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[Serialize("0,0", IsPropertySaveable.Yes, description: "Normally the character's feet are positioned at a scaled-down version of it's normal step position - this can be used to override that value if you want to e.g. make the character to spread out it's feet more when standing."), Editable(DecimalCount = 2, ValueStep = 0.01f)]
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public Vector2 StepSizeWhenStanding
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{
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get;
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set;
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}
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/// <summary>
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/// In degrees.
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/// </summary>
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