Commit Graph

13 Commits

Author SHA1 Message Date
Alex Noir 2cb0ee73be Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
2017-12-29 17:41:18 +03:00
Alex Noir 1815062dda Allow multiple calls of <Use/> for repeat-use chemicals or autoinjectors or something 2017-12-28 17:41:44 +03:00
Alex Noir 741e26251d Gets rid of coroutine spam by turning Duration into its own DurationListElement similar to how Delays were handled.
Added tags to Status Effects, which also allows for fancy stuff like checking for tags over duration elements for more interesting interactions.
Adds "stackable" variable which dictates whether or not the same duration/delay effect can be applied to the same target(s) at the same time. This is a bit imperfect at the moment.
Adds Chloromydride which is a non-stackable chem stabilizing critical health which stops its effects once the health is stabilized.

TODO: Remove target from Targets if he already has it, and if targets becomes empty, return;
TODO: Conditional tag-checking and status effect tag-checking, plus more "special" checks like SpeciesName and other non-serialized options.
TODO: StatusEffect Cancel component to stop delayed/duration effects
2017-12-28 13:21:32 +03:00
Alex Noir e405c93581 Fix up conditionals
Make Calyxanide only cure non-turned humans and hurt turned player husks
Make husk eggs not stack infection with more injections
TODO: Allow conditionals to check for non-serialized properties like SpeciesName for absolute POWER
2017-12-27 23:18:59 +03:00
Alex Noir 7b336fc3f4 Fixes and stuff based on Regalis' review 2017-12-27 20:02:57 +03:00
Alex Noir f5e785df60 Expose some stuff to sub editor, fix alien doors openable with use key, fixed some decon recipes
Beginnings of a Conditional system
2017-12-27 18:00:18 +03:00
Alex Noir 9251dbf83a Overhaul DelayedEffect to support application to multiple targets
Fix DelayedEffect being unusable by monsters due to monsters calling Single Target Apply in their Attack, which DelayedEffect doesn't override, by making Apply (single target) call Apply (multiple targets) which THEN calls the protected Apply function.
Nerf Amanitin to require two injections to be lethal. First injection only stops oxygen from regenerating and slightly saps HP.
Add Cause of Death to Health HUD
2017-12-21 21:40:54 +03:00
Alex Noir a2a4225598 Added a fully functional syringe gun! Accepts syringes as ammo. Has custom sprite and sound.
Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
2017-12-10 22:17:14 +03:00
Joonas Rikkonen 8e556f1c76 - Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00
Joonas Rikkonen 1ff2054ca8 Converted the GetAttribute methods in the ToolBox class to extension methods 2017-10-04 18:38:40 +03:00
Joonas Rikkonen 4bdbf05875 - The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +03:00
Joonas Rikkonen 4a460ff150 - The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00