(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
@@ -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)
{