(169dbd4fd) Increased submarine masses to make it less easy for characters to push them around.

This commit is contained in:
Joonas Rikkonen
2019-04-01 14:26:29 +03:00
parent 7e67c20ccd
commit 0ca4a8db06
8 changed files with 119 additions and 70 deletions
@@ -631,7 +631,8 @@ namespace Barotrauma
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
var previousLimb = AttackingLimb;
var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
if (newLimb != null)
{
// Attack with the new limb
@@ -679,7 +680,8 @@ namespace Barotrauma
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
var previousLimb = AttackingLimb;
var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
if (newLimb != null)
{
// Attack with the new limb
@@ -723,11 +725,6 @@ namespace Barotrauma
// Check that we can reach the target
distance = Vector2.Distance(AttackingLimb.WorldPosition, attackWorldPos);
canAttack = distance < AttackingLimb.attack.Range;
if (!canAttack && !IsCoolDownRunning)
{
// If not, reset the attacking limb, if the cooldown is not running
AttackingLimb = null;
}
}
// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target. For example the Hammerhead steering with the claws when it should use the torso.