Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff

This commit is contained in:
Regalis
2016-01-18 20:09:38 +02:00
parent 5f1cb194ab
commit 1a5b3fa66a
39 changed files with 206 additions and 152 deletions
+7 -1
View File
@@ -89,6 +89,7 @@ namespace Barotrauma
private Character closestCharacter, selectedCharacter;
protected bool isDead;
private CauseOfDeath causeOfDeath;
public readonly bool IsHumanoid;
@@ -291,6 +292,11 @@ namespace Barotrauma
get { return isDead; }
}
public CauseOfDeath CauseOfDeath
{
get { return causeOfDeath; }
}
public override Vector2 SimPosition
{
get { return AnimController.RefLimb.SimPosition; }
@@ -915,7 +921,6 @@ namespace Barotrauma
if (!protectedFromPressure &&
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 100.0f))
{
PressureTimer += ((AnimController.CurrentHull == null) ?
100.0f : AnimController.CurrentHull.LethalPressure) * deltaTime;
@@ -1222,6 +1227,7 @@ namespace Barotrauma
health = 0.0f;
isDead = true;
this.causeOfDeath = causeOfDeath;
AnimController.movement = Vector2.Zero;
AnimController.TargetMovement = Vector2.Zero;