v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -5,9 +5,9 @@ namespace Barotrauma
class HumanWalkParams : HumanGroundedParams
{
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character, AnimationType.Walk);
public static HumanWalkParams GetAnimParams(Character character, string fileName = null)
public static HumanWalkParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
{
return GetAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk, fileName);
return GetAnimParams<HumanWalkParams>(character, AnimationType.Walk, file, throwErrors);
}
public override void StoreSnapshot() => StoreSnapshot<HumanWalkParams>();
@@ -16,9 +16,9 @@ namespace Barotrauma
class HumanRunParams : HumanGroundedParams
{
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character, AnimationType.Run);
public static HumanRunParams GetAnimParams(Character character, string fileName = null)
public static HumanRunParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
{
return GetAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run, fileName);
return GetAnimParams<HumanRunParams>(character, AnimationType.Run, file, throwErrors);
}
public override void StoreSnapshot() => StoreSnapshot<HumanRunParams>();
@@ -36,9 +36,9 @@ namespace Barotrauma
public float ExtraTorsoAngleWhenStationary { get; set; }
public static HumanCrouchParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanCrouchParams>(character, AnimationType.Crouch);
public static HumanCrouchParams GetAnimParams(Character character, string fileName = null)
public static HumanCrouchParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
{
return GetAnimParams<HumanCrouchParams>(character.SpeciesName, AnimationType.Crouch, fileName);
return GetAnimParams<HumanCrouchParams>(character, AnimationType.Crouch, file, throwErrors);
}
public override void StoreSnapshot() => StoreSnapshot<HumanCrouchParams>();
@@ -47,9 +47,9 @@ namespace Barotrauma
class HumanSwimFastParams: HumanSwimParams
{
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast);
public static HumanSwimFastParams GetAnimParams(Character character, string fileName = null)
public static HumanSwimFastParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
{
return GetAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
return GetAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast, file, throwErrors);
}
@@ -59,9 +59,9 @@ namespace Barotrauma
class HumanSwimSlowParams : HumanSwimParams
{
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow);
public static HumanSwimSlowParams GetAnimParams(Character character, string fileName = null)
public static HumanSwimSlowParams GetAnimParams(Character character, Either<string, ContentPath> file, bool throwErrors = true)
{
return GetAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
return GetAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow, file, throwErrors);
}
public override void StoreSnapshot() => StoreSnapshot<HumanSwimSlowParams>();
@@ -125,6 +125,13 @@ namespace Barotrauma
[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)]
public float FootLiftHorizontalFactor { get; set; }
[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)]
public Vector2 StepSizeWhenStanding
{
get;
set;
}
/// <summary>
/// In degrees.
/// </summary>