using Barotrauma.Networking; using Microsoft.Xna.Framework; using System.Xml.Linq; namespace Barotrauma.Items.Components { class Throwable : Holdable { float throwForce; float throwPos; bool throwing; bool throwDone; [Serialize(1.0f, false)] public float ThrowForce { get { return throwForce; } set { throwForce = value; } } public Throwable(Item item, XElement element) : base(item, element) { //throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f); if (aimPos == Vector2.Zero) { aimPos = new Vector2(0.6f, 0.1f); } } public override bool Use(float deltaTime, Character character = null) { return characterUsable || character == null; //We do the actual throwing in Aim because Use might be used by chems } public override bool SecondaryUse(float deltaTime, Character character = null) { if (!throwDone) return false; //This should only be triggered in update throwDone = false; return true; } public override void Drop(Character dropper) { base.Drop(dropper); throwing = false; throwPos = 0.0f; } public override void UpdateBroken(float deltaTime, Camera cam) { Update(deltaTime, cam); } public override void Update(float deltaTime, Camera cam) { if (!item.body.Enabled) return; if (picker == null || picker.Removed || !picker.HasSelectedItem(item)) { IsActive = false; return; } if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Use)) throwing = true; if (!picker.IsKeyDown(InputType.Aim) && !throwing) throwPos = 0.0f; ApplyStatusEffects(ActionType.OnActive, deltaTime, picker); if (item.body.Dir != picker.AnimController.Dir) Flip(); AnimController ac = picker.AnimController; item.Submarine = picker.Submarine; if (!throwing) { if (picker.IsKeyDown(InputType.Aim)) { throwPos = MathUtils.WrapAnglePi(System.Math.Min(throwPos + deltaTime * 5.0f, MathHelper.PiOver2)); ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos); } else { throwPos = 0; ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle); } } else { throwPos = MathUtils.WrapAnglePi(throwPos - deltaTime * 15.0f); ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos); if (throwPos < 0) { Vector2 throwVector = Vector2.Normalize(picker.CursorWorldPosition - picker.WorldPosition); //throw upwards if cursor is at the position of the character if (!MathUtils.IsValid(throwVector)) { throwVector = Vector2.UnitY; } #if SERVER GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction); #endif item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer); item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f); ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f); ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f); Limb rightHand = ac.GetLimb(LimbType.RightHand); item.body.AngularVelocity = rightHand.body.AngularVelocity; throwPos = 0; throwDone = true; ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, picker); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse" throwing = false; } } } } }