Map&CAM
This commit is contained in:
parent
05de6cd4b5
commit
6f0f0f3023
Binary file not shown.
@ -13,7 +13,8 @@
|
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"EditorReferences": [],
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||||
"IsWhitelistDisabled": false,
|
||||
"Metadata": {
|
||||
"SingleAssetSource": "maps/nunu.vmap"
|
||||
"SingleAssetSource": "maps/nunu.vmap",
|
||||
"ParentPackage": "koptilnya.kakozuzo_2"
|
||||
}
|
||||
}
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||||
}
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||||
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Binary file not shown.
@ -48,7 +48,11 @@
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"_type": "gameobject",
|
||||
"go": "b99ceffc-a173-4a6e-a239-6d3c1612c09f"
|
||||
},
|
||||
"CamOffsetX": 200,
|
||||
"CameraPivot": {
|
||||
"_type": "gameobject",
|
||||
"go": "b5ef1b0b-0e22-426c-9b22-e648a23e8504"
|
||||
},
|
||||
"CamOffsetX": 115,
|
||||
"CamOffsetZ": 61,
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"DuckSpeed": 50,
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"JumpStrength": 350,
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@ -69,6 +73,24 @@
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"component_type": "SkinnedModelRenderer"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type": "RagdollController",
|
||||
"__guid": "5433b29f-ed75-4581-acfc-d99dda4ff64b",
|
||||
"bodyPhysics": {
|
||||
"_type": "component",
|
||||
"component_id": "262154b8-438c-451e-b2c7-4d23d5c73120",
|
||||
"go": "9ab6bf36-8cdf-4834-bd2a-238fc0cbf804",
|
||||
"component_type": "ModelPhysics"
|
||||
},
|
||||
"bodyRenderer": {
|
||||
"_type": "component",
|
||||
"component_id": "4fd8c36d-180b-41af-8439-6b975ca1c7b3",
|
||||
"go": "b99ceffc-a173-4a6e-a239-6d3c1612c09f",
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||||
"component_type": "SkinnedModelRenderer"
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||||
},
|
||||
"impaledPhysicsBodyIndex": 0,
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||||
"isLocked": false
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||||
},
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||||
{
|
||||
"__type": "FootSteps",
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||||
"__guid": "f6ee40f5-5541-4a85-bc06-259b451d0891",
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@ -78,6 +100,31 @@
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"go": "b99ceffc-a173-4a6e-a239-6d3c1612c09f",
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||||
"component_type": "SkinnedModelRenderer"
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||||
}
|
||||
},
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||||
{
|
||||
"__type": "PlayerDresser",
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||||
"__guid": "cc66fd84-f698-4cf4-a1ac-e038245e37fd",
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||||
"BodyRenderer": {
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||||
"_type": "component",
|
||||
"component_id": "4fd8c36d-180b-41af-8439-6b975ca1c7b3",
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||||
"go": "b99ceffc-a173-4a6e-a239-6d3c1612c09f",
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||||
"component_type": "SkinnedModelRenderer"
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||||
}
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||||
},
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||||
{
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||||
"__type": "Sandbox.ModelPhysics",
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"__guid": "262154b8-438c-451e-b2c7-4d23d5c73120",
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"__enabled": false,
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"Locking": {},
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"Model": "models/citizen/citizen.vmdl",
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"MotionEnabled": true,
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"Renderer": {
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"_type": "component",
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"component_id": "4fd8c36d-180b-41af-8439-6b975ca1c7b3",
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||||
"go": "b99ceffc-a173-4a6e-a239-6d3c1612c09f",
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||||
"component_type": "SkinnedModelRenderer"
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},
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"RigidbodyFlags": 0
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}
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],
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"Children": [
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@ -951,6 +998,13 @@
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"Enabled": true
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}
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]
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},
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{
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"__guid": "b5ef1b0b-0e22-426c-9b22-e648a23e8504",
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"Flags": 0,
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||||
"Name": "CameraPivot",
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||||
"Position": "2,0,50",
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"Enabled": true
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||||
}
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]
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||||
}
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|
@ -336,6 +336,7 @@
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"__guid": "cf125021-fa85-46d4-9ad8-6ea4ac3cc1e9",
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"Flags": 0,
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||||
"Name": "mmm",
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||||
"Position": "0,0,-300",
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"Enabled": true,
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"Components": [
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{
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|
25
Code/Kal.cs
25
Code/Kal.cs
@ -1,3 +1,4 @@
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using System;
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using Sandbox.Citizen;
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using Sandbox.Network;
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using ShrimpleCharacterController;
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@ -8,6 +9,7 @@ public sealed class Kal : Component
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[RequireComponent] private AnimationHelper AnimationHelper { get; set; }
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public SkinnedModelRenderer Renderer { get; set; }
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[Property] public GameObject Body { get; set; }
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[Property] public GameObject CameraPivot { get; set; }
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public GameObject Camera { get; set; }
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[Property] [Range(1f, 200f, 1f)] public float CamOffsetX { get; set; }
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@ -41,7 +43,7 @@ public sealed class Kal : Component
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protected override void OnFixedUpdate()
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{
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base.OnFixedUpdate();
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if ( Network.IsOwner )
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{
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var wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw( EyeAngles.yaw );
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@ -51,7 +53,7 @@ public sealed class Kal : Component
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IsRunning ? RunSpeed : WalkSpeed;
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Controller.WishVelocity = wishDirection * wishSpeed;
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Controller.Move();
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if ( Input.Pressed( "Jump" ) && Controller.IsOnGround )
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@ -59,14 +61,12 @@ public sealed class Kal : Component
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Controller.Punch( Vector3.Up * JumpStrength );
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AnimationHelper.TriggerJump();
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}
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if ( !AnimationHelper.IsValid() ) return;
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AnimationHelper.DuckLevel = IsDucking ? 1f : 0f;
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}
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Log.Info( AnimationHelper.HeadWeight );
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AnimationHelper.WithWishVelocity(Controller.WishVelocity);
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AnimationHelper.WithVelocity(Controller.Velocity);
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AnimationHelper.IsGrounded = Controller.IsOnGround;
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@ -80,11 +80,14 @@ public sealed class Kal : Component
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{
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EyeAngles += Input.AnalogLook;
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EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -90f, 70f));
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// Renderer.WorldRotation = Rotation.Slerp(Renderer.WorldRotation, Rotation.FromYaw(EyeAngles.yaw), Time.Delta * 5f);
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var cameraOffset = Vector3.Up * CamOffsetZ + Vector3.Backward * CamOffsetX;
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Camera.WorldRotation = EyeAngles.ToRotation();
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Camera.LocalPosition = cameraOffset * Camera.WorldRotation;
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//Vector3.Up * (CamOffsetZ - Math.Abs(EyeAngles.pitch * .5f) ) + + cameraOffset * EyeAngles.ToRotation()
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var cameraOffset = Vector3.Backward * (CamOffsetX + EyeAngles.pitch * .5f) - Vector3.Left * 20f;
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Camera.WorldPosition = CameraPivot.WorldPosition + cameraOffset * EyeAngles.ToRotation();
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Camera.WorldRotation = EyeAngles.ToRotation();
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}
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RotateBody();
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130
Code/RagdollController.cs
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130
Code/RagdollController.cs
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@ -0,0 +1,130 @@
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using Sandbox.Utils;
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public sealed class RagdollController : Component
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{
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[Group("Setup"), Order(-100), Property] public ModelPhysics bodyPhysics { get; set; }
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[Group("Setup"), Order(-100), Property] public SkinnedModelRenderer bodyRenderer { get; set; }
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[Group("Config"), Order(0), Property, Range(0, 15)] public int impaledPhysicsBodyIndex { get; set; }
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[Group("Config"), Order(0), Property] public bool isLocked { get; set; }
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[Group("Runtime"), Order(100), Property] public PhysicsBody impaledPhysicsBody { get; set; }
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// Sensible Indexes
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// 3 - HEad
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public void Toggle()
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{
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bool enable = !bodyPhysics.Enabled;
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bodyPhysics.Enabled = enable;
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bodyPhysics.MotionEnabled = enable;
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bodyRenderer.UseAnimGraph = !enable;
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}
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public void EnableRagdoll()
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{
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bool enable = true;
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bodyPhysics.Enabled = enable;
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bodyPhysics.MotionEnabled = enable;
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bodyRenderer.UseAnimGraph = !enable;
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}
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public void DisableRagdoll()
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{
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bool enable = false;
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}
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void UpdateBody()
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{
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//impaledPhysicsBodyIndexRemapped = GetClosestSafeIndex(impaledPhysicsBodyIndex);
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var bodyLock = new PhysicsLock();
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bodyLock.Pitch = isLocked;
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bodyLock.Yaw = isLocked;
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bodyLock.Roll = isLocked;
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bodyLock.X = isLocked;
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bodyLock.Y = isLocked;
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bodyLock.Z = isLocked;
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bodyPhysics.Locking = bodyLock;
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bodyPhysics.MotionEnabled = !isLocked;
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if (isLocked)
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{
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return;
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}
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if (!bodyPhysics.Enabled)
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{
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return;
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}
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impaledPhysicsBody = bodyPhysics.PhysicsGroup.Bodies.ElementAt(impaledPhysicsBodyIndex);
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var followToPos = GameObject.Transform.World.Position;// - (GameObject.Transform.World.Forward * 30.0f);
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// If this was
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if (impaledPhysicsBodyIndex == Bones.Terry.spine_0)
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{
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followToPos += Vector3.Up * 10.0f;
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}
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//hitPhysicsBody.Position = followToPos;
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var delta = Vector3.Direction(impaledPhysicsBody.Position, followToPos);
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impaledPhysicsBody.Velocity = delta * 500.0f;
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//impaledPhysicsBody.Velocity = Vector3.Zero;
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//impaledPhysicsBody.Position = MathY.MoveTowards(impaledPhysicsBody.Position, followToPos, Time.Delta * 100.0f);
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//Log.Info($"delta.Length: {delta.Length}, impaledByHarpoonSpear.isInFlight: {impaledByHarpoonSpear.isInFlight}");
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bool useOriginalMethod = true;
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if (useOriginalMethod) //delta.Length < 15.0f)// && !impaledByHarpoonSpear.isInFlight)
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{
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impaledPhysicsBody.Velocity = delta * 1000.0f;
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impaledPhysicsBody.Velocity = Vector3.Zero;
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impaledPhysicsBody.AngularVelocity = MathY.MoveTowards(impaledPhysicsBody.AngularVelocity, Vector3.Zero, Time.Delta * 15.0f);
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impaledPhysicsBody.AngularVelocity = Vector3.Zero;
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impaledPhysicsBody.Position = followToPos;
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//impaledPhysicsBody.Velocity = delta * 100.0f;
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//impaledPhysicsBody.Position = MathY.MoveTowards(impaledPhysicsBody.Position, followToPos, Time.Delta * 1000.0f);
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}
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else
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{
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float smoothRate = 0.075f;
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smoothRate = 0.0001f;
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float smoothRateRot = 0.075f;
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//smoothRateRot = 0.0001f;
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var velocity = impaledPhysicsBody.Velocity;
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Vector3.SmoothDamp(impaledPhysicsBody.Position, WorldPosition, ref velocity, smoothRate, Time.Delta);
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impaledPhysicsBody.Velocity = velocity;
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var angularVelocity = impaledPhysicsBody.AngularVelocity;
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Rotation.SmoothDamp(impaledPhysicsBody.Rotation, WorldRotation, ref angularVelocity, smoothRateRot, Time.Delta);
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impaledPhysicsBody.AngularVelocity = angularVelocity;
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||||
//impaledPhysicsBody.AngularVelocity = Vector3.Zero;
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}
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}
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protected override void OnUpdate()
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{
|
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if ( Network.IsOwner )
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{
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if(Input.Pressed( "Ragdoll" ))
|
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{
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Toggle();
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}
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}
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|
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UpdateBody();
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}
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|
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protected override void OnFixedUpdate()
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{
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||||
|
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}
|
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}
|
23
Code/Utils/Bones.cs
Normal file
23
Code/Utils/Bones.cs
Normal file
@ -0,0 +1,23 @@
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namespace Sandbox.Utils;
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public static partial class Bones
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{
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public static class Terry
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{
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public const int pelvis = 0;
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public const int spine_0 = 1;
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public const int spine_2 = 2;
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public const int head = 3;
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public const int arm_upper_R = 4;
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public const int arm_lower_R = 5;
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public const int hand_R = 6;
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public const int arm_upper_L = 7;
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public const int arm_lower_L = 8;
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public const int hand_L = 9;
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public const int leg_upper_R = 10;
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public const int leg_lower_R = 11;
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public const int ankle_R = 12;
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public const int leg_upper_L = 13;
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public const int leg_lower_L = 14;
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public const int ankle_L = 15;
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}
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}
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182
Code/Utils/MathY.cs
Normal file
182
Code/Utils/MathY.cs
Normal file
@ -0,0 +1,182 @@
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using System.Numerics;
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namespace Sandbox.Utils;
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public static class MathY
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{
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public const float inchToMeter = 0.0254f;
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public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta)
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{
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Vector3 direction = target - current;
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float distance = direction.Length;
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if (distance <= maxDistanceDelta)
|
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{
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return target;
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||||
}
|
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else
|
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{
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Vector3 scaledDirection = direction.Normal * maxDistanceDelta;
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Vector3 newPosition = current + scaledDirection;
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|
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return newPosition;
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}
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}
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public static float MoveTowards(float current, float target, float maxDelta)
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||||
{
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||||
if (System.Math.Abs(target - current) <= maxDelta)
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||||
{
|
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return target;
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||||
}
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||||
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||||
return current + System.Math.Sign(target - current) * maxDelta;
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||||
}
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||||
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||||
public static Vector3 GetRandomizedDirection(Vector3 originalDirection, float maxAngle)
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{
|
||||
float pitch = Game.Random.Float(-maxAngle, maxAngle);
|
||||
float yaw = Game.Random.Float(-maxAngle, maxAngle);
|
||||
float roll = Game.Random.Float(-maxAngle, maxAngle);
|
||||
|
||||
Rotation randomRotation = Rotation.From(pitch, yaw, roll);
|
||||
Vector3 randomizedDirection = randomRotation * originalDirection;
|
||||
|
||||
return randomizedDirection.Normal;
|
||||
}
|
||||
|
||||
public static float RandomRange(this Vector2 inst)
|
||||
{
|
||||
return Game.Random.Float(inst.x, inst.y);
|
||||
}
|
||||
|
||||
public static float Clamp(float value, float min, float max)
|
||||
{
|
||||
if (value < min)
|
||||
value = min;
|
||||
else if (value > max)
|
||||
value = max;
|
||||
return value;
|
||||
}
|
||||
|
||||
public static int Clamp(int value, int min, int max)
|
||||
{
|
||||
if (value < min)
|
||||
value = min;
|
||||
else if (value > max)
|
||||
value = max;
|
||||
return value;
|
||||
}
|
||||
|
||||
public static float Clamp01(float value)
|
||||
{
|
||||
if (value < 0F)
|
||||
return 0F;
|
||||
else if (value > 1F)
|
||||
return 1F;
|
||||
else
|
||||
return value;
|
||||
}
|
||||
|
||||
public static float Lerp(float a, float b, float t)
|
||||
{
|
||||
return a + (b - a) * Clamp01(t);
|
||||
}
|
||||
|
||||
public static float LerpUnclamped(float a, float b, float t)
|
||||
{
|
||||
return a + (b - a) * t;
|
||||
}
|
||||
|
||||
public static float InverseLerp(float a, float b, float v)
|
||||
{
|
||||
if (a != b)
|
||||
return Clamp01((v - a) / (b - a));
|
||||
else
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
public static float InverseLerpUnclamped(float a, float b, float v)
|
||||
{
|
||||
return (v - a) / (b - a);
|
||||
}
|
||||
|
||||
public static float InverseLerpUnclamped(float max, float v)
|
||||
{
|
||||
return v / max;
|
||||
}
|
||||
|
||||
public static float InverseLerpUnclamped(Vector2 range, float v)
|
||||
{
|
||||
return (v - range.x) / (range.y - range.x);
|
||||
}
|
||||
|
||||
public static float Lerp(this Vector2 vector, float t)
|
||||
{
|
||||
return MathX.Lerp(vector.x, vector.y, t);
|
||||
}
|
||||
|
||||
public static float InverseLerp(this Vector2 vector, float t)
|
||||
{
|
||||
return MathX.LerpInverse(t, vector.x, vector.y);
|
||||
}
|
||||
|
||||
public static int Min(int a, int b)
|
||||
{
|
||||
return (a < b) ? a : b;
|
||||
}
|
||||
|
||||
public static int Max(int a, int b)
|
||||
{
|
||||
return (a > b) ? a : b;
|
||||
}
|
||||
|
||||
public static float Min(float a, float b)
|
||||
{
|
||||
return (a < b) ? a : b;
|
||||
}
|
||||
|
||||
public static float Max(float a, float b)
|
||||
{
|
||||
return (a > b) ? a : b;
|
||||
}
|
||||
}
|
||||
|
||||
public class Remap
|
||||
{
|
||||
[KeyProperty] public Vector2 fromRange { get; set; }
|
||||
[KeyProperty] public Vector2 toRange { get; set; }
|
||||
[KeyProperty] public Curve remapCurve { get; set; }
|
||||
|
||||
public Remap()
|
||||
{
|
||||
fromRange = new Vector2(0.0f, 1.0f);
|
||||
toRange = new Vector2(0.0f, 1.0f);
|
||||
remapCurve = new Curve(new Curve.Frame(0.0f, 0.0f, 0.0f, 1.0f), new Curve.Frame(1.0f, 1.0f, -1.0f, 0.0f));
|
||||
}
|
||||
|
||||
public Remap(float minFromRange, float maxFromRange)
|
||||
{
|
||||
fromRange = new Vector2(minFromRange, maxFromRange);
|
||||
toRange = new Vector2(0.0f, 1.0f);
|
||||
remapCurve = new Curve(new Curve.Frame(0.0f, 0.0f, 0.0f, 1.0f), new Curve.Frame(1.0f, 1.0f, -1.0f, 0.0f));
|
||||
}
|
||||
|
||||
public Remap(float minFromRange, float maxFromRange, float minToRange, float maxToRange)
|
||||
{
|
||||
fromRange = new Vector2(minFromRange, maxFromRange);
|
||||
toRange = new Vector2(minToRange, maxToRange);
|
||||
remapCurve = new Curve(new Curve.Frame(0.0f, 0.0f, 0.0f, 1.0f), new Curve.Frame(1.0f, 1.0f, -1.0f, 0.0f));
|
||||
}
|
||||
|
||||
public float Evaluate(float value)
|
||||
{
|
||||
float result = MathX.LerpInverse(value, fromRange.x, fromRange.y);
|
||||
result = remapCurve.Evaluate(result);
|
||||
result = MathX.Lerp(toRange.x, toRange.y, result);
|
||||
return result;
|
||||
}
|
||||
}
|
@ -134,7 +134,7 @@
|
||||
},
|
||||
{
|
||||
"Name": "SlotPrev",
|
||||
"KeyboardCode": "mouse4",
|
||||
"KeyboardCode": "MOUSE4",
|
||||
"GamepadCode": "SwitchLeftBumper",
|
||||
"GroupName": "Inventory"
|
||||
},
|
||||
@ -185,6 +185,12 @@
|
||||
"KeyboardCode": "enter",
|
||||
"GamepadCode": "None",
|
||||
"GroupName": "Other"
|
||||
},
|
||||
{
|
||||
"Name": "Ragdoll",
|
||||
"KeyboardCode": "mouse4",
|
||||
"GamepadCode": "None",
|
||||
"GroupName": "Other"
|
||||
}
|
||||
],
|
||||
"__guid": "0227f25a-537a-4f15-a72a-90f6af33742f",
|
||||
|
@ -25,6 +25,7 @@
|
||||
"StartupScene": "scenes/minimal.scene",
|
||||
"MapStartupScene": "scenes/minimal.scene",
|
||||
"LaunchMode": "Normal",
|
||||
"DedicatedServerStartupScene": "scenes/minimal.scene"
|
||||
"DedicatedServerStartupScene": "scenes/minimal.scene",
|
||||
"ControlModes": {}
|
||||
}
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
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<s:Boolean x:Key="/Default/AddReferences/RecentPaths/=C_003A_005CUsers_005Chamit_005Fba31xcg_005CDocuments_005Cs_0026box_0020projects_005Ckakozuzo_005F2_005CLibraries_005Cfish_002Escc_005Cscc_002Esbproj/@EntryIndexedValue">True</s:Boolean>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AInput_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002E_002E_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fcdc4720139e44c50ab0f14122fb7a0f2237a00_003Fe3_003Fe2d38eef_003FInput_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ANetworking_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002E_002E_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F81ecae4f6275493893a36d9c54b5776d233200_003F73_003F8bf7d187_003FNetworking_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ASkinnedModelRenderer_002EParameters_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002E_002E_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FSourcesCache_003Fed128fe9d254c953a46da1ac97997e29107b59c8f1369a7bff15f3d718978_003FSkinnedModelRenderer_002EParameters_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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</wpf:ResourceDictionary>
|
Loading…
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Reference in New Issue
Block a user