More easily readable netstats (B/kB/MB instead of just B), scrollable netstats client list, possible to wear multiple items in same limb, handcuffs

This commit is contained in:
Regalis
2016-02-20 13:00:05 +02:00
parent c605adf879
commit 058a269ecb
16 changed files with 305 additions and 148 deletions
@@ -127,6 +127,36 @@ namespace Barotrauma
character.StartStun(MathHelper.Min(strongestImpact * 0.5f, 5.0f));
}
strongestImpact = 0.0f;
if (character.LockHands)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
Matrix torsoTransform = Matrix.CreateRotationZ(waist.Rotation);
midPos += Vector2.Transform(new Vector2(-0.3f*Dir,-0.2f), torsoTransform);
if (rightHand.pullJoint.Enabled) midPos = (midPos + rightHand.pullJoint.WorldAnchorB) / 2.0f;
HandIK(rightHand, midPos);
HandIK(leftHand, midPos);
//rightHand.pullJoint.Enabled = true;
//rightHand.pullJoint.WorldAnchorB = midPos;
//rightHand.pullJoint.Enabled = true;
//rightHand.pullJoint.WorldAnchorB = midPos;
}
if (stunTimer > 0)
{
@@ -134,10 +164,10 @@ namespace Barotrauma
return;
}
if (Anim != Animation.UsingConstruction) ResetPullJoints();
if (TargetDir != dir) Flip();
if (Anim != Animation.UsingConstruction) ResetPullJoints();
if (SimplePhysicsEnabled)
{
UpdateStandingSimple();
@@ -815,7 +845,17 @@ namespace Barotrauma
target.AnimController.IgnorePlatforms = IgnorePlatforms;
target.AnimController.TargetMovement = TargetMovement;
if (target.Stun > 0.0f || target.IsDead)
{
target.AnimController.TargetMovement = TargetMovement;
}
else if (target is AICharacter)
{
target.AnimController.TargetMovement = Vector2.Lerp(target.AnimController.TargetMovement, (character.SimPosition + Vector2.UnitX*Dir) - target.SimPosition, 0.5f);
}
}
public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
@@ -994,12 +1034,14 @@ namespace Barotrauma
case LimbType.LeftArm:
case LimbType.RightHand:
case LimbType.RightArm:
difference = limb.body.SimPosition - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
TrySetLimbPosition(limb, limb.SimPosition, torso.SimPosition + Vector2.Transform(difference, -torsoTransform));
if (!limb.pullJoint.Enabled)
{
difference = limb.body.SimPosition - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
TrySetLimbPosition(limb, limb.SimPosition, torso.SimPosition + Vector2.Transform(difference, -torsoTransform));
}
limb.body.SetTransform(limb.body.SimPosition, -limb.body.Rotation);
break;
default: