Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts: Subsurface/Source/Networking/FileStreamReceiver.cs Subsurface/Source/Networking/FileStreamSender.cs Subsurface/Source/Networking/GameClient.cs Subsurface/Source/Networking/GameServer.cs Subsurface/Source/Networking/GameServerLogin.cs Subsurface/Source/Networking/NetworkEvent.cs Subsurface/Source/Screens/NetLobbyScreen.cs
This commit is contained in:
@@ -252,7 +252,7 @@ namespace Barotrauma
|
||||
|
||||
refLimb = GetLimb(LimbType.Torso);
|
||||
if (refLimb == null) refLimb = GetLimb(LimbType.Head);
|
||||
if (refLimb == null) DebugConsole.ThrowError("Character ''" + character + "'' doesn't have a head or torso!");
|
||||
if (refLimb == null) DebugConsole.ThrowError("Character \"" + character + "\" doesn't have a head or torso!");
|
||||
|
||||
UpdateCollisionCategories();
|
||||
|
||||
@@ -960,7 +960,7 @@ namespace Barotrauma
|
||||
//clamp the magnitude of the correction movement between 0.5f - 5.0f
|
||||
Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 2.0f, 0.5f, 5.0f);
|
||||
|
||||
//heading in the right direction -> use the ''normal'' movement if it's faster than correctionMovement
|
||||
//heading in the right direction -> use the \"normal\" movement if it's faster than correctionMovement
|
||||
//i.e. the character is close to the targetposition but the character is still running
|
||||
if (Math.Sign(targetMovement.X) == Math.Sign(newCorrectionMovement.X))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user