(44a496915) Added: Template for using a video with the Welcome text in the tutorial if needed. Removed: Old spritesheets. Fixed: Bug in fetching crew with certain jobs

This commit is contained in:
Joonas Rikkonen
2019-04-03 16:21:57 +03:00
parent 8de2eccff2
commit 0dd1823eb1
45 changed files with 554 additions and 754 deletions
@@ -362,8 +362,7 @@ namespace Barotrauma
if (SelectedCharacter != null || SelectedConstruction != null)
{
tempBuffer.Write(true);
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : SelectedConstruction.ID);
if (SelectedCharacter != null)
{
tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
@@ -377,9 +376,8 @@ namespace Barotrauma
tempBuffer.Write(SimPosition.X);
tempBuffer.Write(SimPosition.Y);
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
AnimController.Collider.LinearVelocity = NetConfig.Quantize(AnimController.Collider.LinearVelocity, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation;
tempBuffer.Write(fixedRotation);
@@ -387,7 +385,6 @@ namespace Barotrauma
{
tempBuffer.Write(AnimController.Collider.Rotation);
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
}