- projectiles don't stick to colliders
- fixed impacts weaker than the damage threshold giving characters health - possible to slide down ladders - improved IndoorsSteeringManager ladder climbing logic
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@@ -691,6 +691,9 @@ namespace Barotrauma
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IgnorePlatforms = true;
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Vector2 tempTargetMovement = TargetMovement;
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tempTargetMovement.Y = Math.Min(tempTargetMovement.Y, 1.0f);
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movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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@@ -717,15 +720,15 @@ namespace Barotrauma
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y + 0.7f), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y+0.5f), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, collider.SimPosition.Y+0.4f), 10.5f);
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collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, collider.SimPosition.Y), 10.5f);
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bool slide = targetMovement.Y < -1.1f;
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Vector2 handPos = new Vector2(
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ladderSimPos.X,
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collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
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@@ -734,12 +737,12 @@ namespace Barotrauma
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MoveLimb(leftHand,
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new Vector2(handPos.X,
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MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight + ladderSimPos.Y),
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(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
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5.2f);
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MoveLimb(rightHand,
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new Vector2(handPos.X,
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MathUtils.Round(handPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
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(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
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5.2f);
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leftHand.body.ApplyTorque(Dir * 2.0f);
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@@ -753,12 +756,12 @@ namespace Barotrauma
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MoveLimb(leftFoot,
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new Vector2(footPos.X,
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MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight + ladderSimPos.Y),
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(slide ? footPos.Y : MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight) + ladderSimPos.Y),
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15.5f, true);
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MoveLimb(rightFoot,
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new Vector2(footPos.X,
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MathUtils.Round(footPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
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(slide ? footPos.Y : MathUtils.Round(footPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
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15.5f, true);
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//apply torque to the legs to make the knees bend
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