Progress + prettier ice walls
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@@ -192,6 +192,7 @@ namespace Barotrauma
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raycastTimer = RaycastInterval;
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}
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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steeringManager.SteeringSeek(attackSimPosition);
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//check if any of the limbs is close enough to attack the target
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@@ -322,7 +323,7 @@ namespace Barotrauma
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attackTimer += deltaTime;
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limb.body.ApplyTorque(limb.Mass * 50.0f * Character.AnimController.Dir * dir);
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limb.attack.DoDamage(Character, damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
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limb.attack.DoDamage(Character, damageTarget, limb.WorldPosition, deltaTime, (limb.soundTimer <= 0.0f));
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limb.soundTimer = Limb.SoundInterval;
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}
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@@ -218,7 +218,7 @@ namespace Barotrauma
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//a node that hasn't been searched yet
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if (nextNode.state==0)
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{
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nextNode.H = Vector2.DistanceSquared(nextNode.Position,end.Position);
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nextNode.H = Vector2.Distance(nextNode.Position,end.Position);
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if (GetNodePenalty != null)
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{
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@@ -144,11 +144,14 @@ namespace Barotrauma
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avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
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}
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else
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else if (closestBody.UserData is Item)
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{
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Item item = closestBody.UserData as Item;
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if (item != null) avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
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avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
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}
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else
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{
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avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
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}
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}
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