(45f083a5a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-03 16:22:12 +03:00
parent 0dd1823eb1
commit 0ecfc426ff
44 changed files with 660 additions and 549 deletions
@@ -1,4 +1,5 @@
using FarseerPhysics;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
@@ -164,11 +165,12 @@ namespace Barotrauma.Items.Components
//set the rotation of the projectile again because dropping the projectile resets the rotation
projectile.Item.SetTransform(projectilePos,
rotation + ((item.body.Dir == 1.0f) ? projectile.LaunchRotationRadians : projectile.LaunchRotationRadians - MathHelper.Pi));
rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
//recoil
item.body.ApplyLinearImpulse(
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f);
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
item.RemoveContained(projectile.Item);
@@ -303,10 +303,8 @@ namespace Barotrauma.Items.Components
// Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
}
else if (!character.IsClimbing)
else
{
// Close enough -> stop if not in ladders.
// In ladders, we most likely want to move back and forth, because we cannot aim -> if the leak is on the side, it should get fixed.
character.AIController.SteeringManager.Reset();
}
}
@@ -317,7 +315,7 @@ namespace Barotrauma.Items.Components
// Press the trigger only when the tool is approximately facing the target.
// If the character is climbing, ignore the check, because we cannot aim while climbing.
if (character.IsClimbing || VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
{
Use(deltaTime, character);
}
@@ -106,10 +106,10 @@ namespace Barotrauma.Items.Components
#endif
Character thrower = picker;
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
Limb rightHand = ac.GetLimb(LimbType.RightHand);
item.body.AngularVelocity = rightHand.body.AngularVelocity;