Fixed some inconsistencies and oddities in physics-handling code

I'm not sure if this fixes or breaks anything, but it's worth a shot.
This commit is contained in:
juanjp600
2017-12-15 18:11:00 -03:00
parent 9ad9a65f1e
commit 1cb39f7fd5
7 changed files with 16 additions and 8 deletions
@@ -78,7 +78,7 @@ namespace Barotrauma
}
//re-enable collider
if (!Collider.FarseerBody.Enabled)
if (!Collider.Enabled)
{
var lowestLimb = FindLowestLimb();
@@ -87,7 +87,7 @@ namespace Barotrauma
Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
0.0f);
Collider.FarseerBody.Enabled = true;
Collider.Enabled = true;
}
ResetPullJoints();
@@ -104,7 +104,7 @@ namespace Barotrauma
//re-enable collider
if (!Collider.FarseerBody.Enabled)
if (!Collider.Enabled)
{
var lowestLimb = FindLowestLimb();
@@ -114,7 +114,7 @@ namespace Barotrauma
Collider.Rotation);
Collider.FarseerBody.ResetDynamics();
Collider.FarseerBody.Enabled = true;
Collider.Enabled = true;
}
if (swimming)
@@ -1469,5 +1469,12 @@ namespace Barotrauma
list.Remove(this);
}
public static void RemoveAll()
{
for (int i = list.Count - 1; i >= 0; i--)
{
list[i].Remove();
}
}
}
}