v0.10.5.1

This commit is contained in:
Juan Pablo Arce
2020-09-22 11:31:56 -03:00
parent 44032d0ae0
commit 0002ad2c50
343 changed files with 12276 additions and 5023 deletions
@@ -90,8 +90,10 @@ namespace Barotrauma.Items.Components
get { return stuck; }
set
{
if (isOpen || isBroken || !CanBeWelded) return;
if (isOpen || isBroken || !CanBeWelded) { return; }
stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
//don't allow clients to make the door stuck unless the server says so (handled in ClientRead)
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (stuck <= 0.0f) { IsStuck = false; }
if (stuck >= 99.0f) { IsStuck = true; }
}
@@ -366,12 +368,24 @@ namespace Barotrauma.Items.Components
}
else
{
Body.Enabled = Impassable || openState < 1.0f;
bool wasEnabled = Body.Enabled;
Body.Enabled = Impassable || openState < 1.0f;
if (wasEnabled && !Body.Enabled && IsHorizontal)
{
//when opening a hatch, force characters above it to refresh the floor position
//(otherwise the character won't fall through the hatch until it moves)
foreach (Character c in Character.CharacterList)
{
if (c.WorldPosition.Y < item.WorldPosition.Y) { continue; }
if (c.WorldPosition.X < item.WorldRect.X || c.WorldPosition.X > item.WorldRect.Right) { continue; }
c.AnimController?.ForceRefreshFloorY();
}
}
}
//don't use the predicted state here, because it might set
//other items to an incorrect state if the prediction is wrong
item.SendSignal(0, (isOpen) ? "1" : "0", "state_out", null);
item.SendSignal(0, isOpen ? "1" : "0", "state_out", null);
}
partial void UpdateProjSpecific(float deltaTime);
@@ -616,12 +630,13 @@ namespace Barotrauma.Items.Components
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
if (IsStuck) return;
if (IsStuck) { return; }
bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
if (connection.Name == "toggle")
{
if (signal == "0") { return; }
if (toggleCooldownTimer > 0.0f && sender != lastUser) { OnFailedToOpen(); return; }
if (IsStuck) { toggleCooldownTimer = 1.0f; OnFailedToOpen(); return; }
toggleCooldownTimer = ToggleCoolDown;