New waterblood particle
This commit is contained in:
@@ -371,29 +371,25 @@ namespace Barotrauma
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
|
||||
}
|
||||
|
||||
//Bleeding += bleedingAmount;
|
||||
//Damage += amount;
|
||||
float bloodAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
|
||||
|
||||
float bloodAmount = hitArmor || bleedingAmount<=0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
|
||||
|
||||
for (int i = 0; i < bloodAmount; i++)
|
||||
{
|
||||
Vector2 particleVel = SimPosition - position;
|
||||
Vector2 particleVel = WorldPosition - position;
|
||||
if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("blood",
|
||||
WorldPosition,
|
||||
particleVel * Rand.Range(100.0f, 300.0f), 0.0f, character.AnimController.CurrentHull);
|
||||
}
|
||||
|
||||
for (int i = 0; i < bloodAmount / 2; i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
|
||||
if (i < bloodAmount / 5)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Rand.Vector(10), 0.0f, character.AnimController.CurrentHull);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f;
|
||||
|
||||
|
||||
return new AttackResult(amount, bleedingAmount, hitArmor);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user