(afed4e8fa) Check that the container is in the same hull than the character before allowing to contain items. Might solve the floating diving suit mentioned in #1362.

This commit is contained in:
Joonas Rikkonen
2019-03-28 12:34:47 +02:00
parent e09740d31e
commit 05f12a144b
@@ -113,14 +113,12 @@ namespace Barotrauma
}
else
{
if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance
&& !container.Item.IsInsideTrigger(character.WorldPosition))
if (container.Item.CurrentHull != character.CurrentHull || (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance && !container.Item.IsInsideTrigger(character.WorldPosition)))
{
goToObjective = new AIObjectiveGoTo(container.Item, character);
AddSubObjective(goToObjective);
return;
}
container.Combine(itemToContain);
}