(a2943d8b7) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:04:10 +03:00
parent 60f52375e6
commit 039d07f693
76 changed files with 1407 additions and 856 deletions
@@ -717,22 +717,6 @@ namespace Barotrauma
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
{
//make sure the angle "has the same number of revolutions" as the reference limb
//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
{
angle += MathHelper.TwoPi;
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
public override void Flip()
{
base.Flip();
@@ -534,7 +534,12 @@ namespace Barotrauma
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float limpAmount =
character.CharacterHealth.GetAfflictionStrength("damage", leftFoot, true) +
character.CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
limpAmount = MathHelper.Clamp(limpAmount / 100.0f, 0.0f, 1.0f);
float walkCycleMultiplier = 1.0f;
if (Stairs != null)
{
@@ -564,17 +569,16 @@ namespace Barotrauma
float walkPosX = (float)Math.Cos(WalkPos);
float walkPosY = (float)Math.Sin(WalkPos);
Vector2 stepSize = StepSize.Value;
stepSize.X *= walkPosX;
stepSize.Y *= walkPosY;
stepSize.Y *= walkPosY;
float footMid = colliderPos.X;
if (limpAmount > 0.0f)
{
//make the footpos oscillate when limping
footMid += (Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * Math.Min(Math.Abs(TargetMovement.X), 0.3f));
footMid += ((float)Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * 0.3f);
}
movement = overrideTargetMovement == Vector2.Zero ?
@@ -589,7 +593,7 @@ namespace Barotrauma
movement.Y = 0.0f;
if (torso == null) { return; }
bool isNotRemote = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
@@ -693,7 +697,7 @@ namespace Barotrauma
//make the character limp if the feet are damaged
float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
footPos *= MathHelper.Lerp(1.0f, 0.5f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
footPos.X *= MathHelper.Lerp(1.0f, 0.75f, MathHelper.Clamp(footAfflictionStrength / 50.0f, 0.0f, 1.0f));
if (onSlope && Stairs == null)
{
@@ -84,6 +84,7 @@ namespace Barotrauma
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
{
//DebugConsole.NewMessage("[RagollParams] Using the default folder.");
folder = GetDefaultFolder(speciesName);
}
return folder;
@@ -701,7 +701,7 @@ namespace Barotrauma
ImpactProjSpecific(impact, f1.Body);
}
public void SeverLimbJoint(LimbJoint limbJoint)
public void SeverLimbJoint(LimbJoint limbJoint, bool playSound = true)
{
if (!limbJoint.CanBeSevered || limbJoint.IsSevered)
{
@@ -730,7 +730,7 @@ namespace Barotrauma
}
}
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint);
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint, bool playSound = true);
private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
{