- 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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@@ -49,19 +49,11 @@ namespace Barotrauma.Items.Components
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{
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IgnoredBodies = new List<Body>();
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//launchImpulse = ToolBox.GetAttributeFloat(element, "launchimpulse", 10.0f);
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//characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
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attack = new Attack(subElement);
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}
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//bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
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//bluntDamage = ToolBox.GetAttributeFloat(element, "bluntdamage", 0.0f);
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//doesStick = ToolBox.GetAttributeBool(element, "doesstick", false);
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}
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public override bool Use(float deltaTime, Character character = null)
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@@ -150,6 +142,11 @@ namespace Barotrauma.Items.Components
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{
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if (IgnoredBodies.Contains(f2.Body)) return false;
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if (f2.CollisionCategories == Physics.CollisionCharacter && !(f2.Body.UserData is Limb))
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{
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return false;
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}
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AttackResult attackResult = new AttackResult(0.0f, 0.0f);
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if (attack != null)
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{
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