low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable

This commit is contained in:
Regalis
2015-06-01 22:20:17 +03:00
parent 95c0d41023
commit 1f42e4a4db
32 changed files with 331 additions and 175 deletions

View File

@@ -97,7 +97,7 @@ namespace Subsurface
{
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, position)/range;
c.AddDamage(limb.SimPosition, damage * distFactor, 0.0f, stun * distFactor);
c.AddDamage(limb.SimPosition, DamageType.None, damage * distFactor, 0.0f, stun * distFactor);
if (force>0.0f)
{