- crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care) - fixed LightSprite being drawn on LightComponents even if the item is inside an inventory - characters extend their arm more when placing signal items
This commit is contained in:
@@ -72,6 +72,8 @@ namespace Barotrauma
|
||||
steeringManager.Update(moveSpeed);
|
||||
|
||||
Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X*0.5f));
|
||||
(Character.AnimController as HumanoidAnimController).Crouching = false;
|
||||
|
||||
|
||||
if (!Character.AnimController.InWater)
|
||||
{
|
||||
@@ -125,6 +127,8 @@ namespace Barotrauma
|
||||
|
||||
public override void OnAttacked(IDamageable attacker, float amount)
|
||||
{
|
||||
if (amount <= 0.0f) return;
|
||||
|
||||
var enemy = attacker as Character;
|
||||
if (enemy == null || enemy == Character) return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user