Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
This commit is contained in:
juanjp600
2017-12-20 19:46:53 -03:00
75 changed files with 2109 additions and 596 deletions
@@ -506,15 +506,15 @@ namespace Barotrauma
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
if (impact < 10.0f) return true;
#if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
new Vector2(
sections[section].rect.X + sections[section].rect.Width / 2,
sections[section].rect.Y - sections[section].rect.Height / 2));
sections[section].rect.X + sections[section].rect.Width / 2,
sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags);
#endif
if (impact < 10.0f) return true;
AddDamage(section, impact);
}
}
@@ -566,7 +566,7 @@ namespace Barotrauma
#if CLIENT
float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 20);
for (int i = 0; i < particleAmount; i++)
{
Vector2 particlePos = new Vector2(
@@ -661,10 +661,10 @@ namespace Barotrauma
#if CLIENT
GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
if (playSound && !SectionBodyDisabled(i))
if (playSound)// && !SectionBodyDisabled(i))
{
DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition);
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
}
#endif
@@ -678,14 +678,13 @@ namespace Barotrauma
if (!MathUtils.IsValid(damage)) return;
float damageDiff = damage - sections[sectionIndex].damage;
if (GameMain.Server != null && damage != sections[sectionIndex].damage)
{
GameMain.Server.CreateEntityEvent(this);
}
AdjustKarma(attacker, damageDiff);
if (damage < prefab.Health*0.5f)
{
if (sections[sectionIndex].gap != null)
@@ -717,10 +716,14 @@ namespace Barotrauma
sections[sectionIndex].gap.Open = (damage / prefab.Health - 0.5f) * 2.0f;
}
float damageDiff = damage - sections[sectionIndex].damage;
bool hadHole = SectionBodyDisabled(sectionIndex);
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.Health);
if (sections[sectionIndex].damage < prefab.Health) //otherwise it's possible to infinitely gain karma by welding fixed things
AdjustKarma(attacker, damageDiff);
bool hasHole = SectionBodyDisabled(sectionIndex);
if (hadHole == hasHole) return;