New waterblood particle

This commit is contained in:
Joonas Rikkonen
2017-06-13 18:20:38 +03:00
parent 4d8da85956
commit 12731a8137
5 changed files with 18 additions and 16 deletions
+7 -11
View File
@@ -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);
}