- 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
This commit is contained in:
Regalis
2016-10-17 17:41:41 +03:00
parent efcc466fdd
commit 0cafc674dd
6 changed files with 46 additions and 32 deletions
@@ -49,19 +49,11 @@ namespace Barotrauma.Items.Components
{
IgnoredBodies = new List<Body>();
//launchImpulse = ToolBox.GetAttributeFloat(element, "launchimpulse", 10.0f);
//characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
attack = new Attack(subElement);
}
//bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
//bluntDamage = ToolBox.GetAttributeFloat(element, "bluntdamage", 0.0f);
//doesStick = ToolBox.GetAttributeBool(element, "doesstick", false);
}
public override bool Use(float deltaTime, Character character = null)
@@ -150,6 +142,11 @@ namespace Barotrauma.Items.Components
{
if (IgnoredBodies.Contains(f2.Body)) return false;
if (f2.CollisionCategories == Physics.CollisionCharacter && !(f2.Body.UserData is Limb))
{
return false;
}
AttackResult attackResult = new AttackResult(0.0f, 0.0f);
if (attack != null)
{