The collider position of the controlled character is synced with the same interpolation logic as the rest of the characters when unconscious/stunned (todo: make the ragdoll follow the collider even when unconscious/dead/stunned)

This commit is contained in:
Regalis
2017-01-02 22:40:00 +02:00
parent c318e629ff
commit 1fb15f5589
@@ -570,7 +570,7 @@ namespace Barotrauma
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
}
Collider.DebugDraw(spriteBatch, inWater ? Color.SkyBlue : Color.Gray);
Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
foreach (RevoluteJoint joint in limbJoints)
{
@@ -1197,7 +1197,17 @@ namespace Barotrauma
{
if (GameMain.NetworkMember == null) return;
if (character == GameMain.NetworkMember.Character)
if (character != GameMain.NetworkMember.Character ||
character.IsUnconscious || character.Stun > 0.0f)
{
//use simple interpolation for other players' characters and unconscious characters
if (character.MemPos.Count > 0)
{
Collider.LinearVelocity = Vector2.Zero;
Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
}
}
else
{
if (character.MemPos.Count < 1) return;
@@ -1219,14 +1229,14 @@ namespace Barotrauma
//local positions are incorrect now -> just clear the list
character.MemLocalPos.Clear();
}
else if (errorMagnitude > Collider.LinearVelocity.Length()/10.0f + 0.02f)
else if (errorMagnitude > Collider.LinearVelocity.Length() / 10.0f + 0.02f)
{
//our prediction differs from the server position
//-> we need to move the saved local position and all the positions saved after it
//(a better way to do this would be to move the character back to
//serverPos and "replay" inputs to see where the character should be now)
for (int i = localPosIndex; i < character.MemLocalPos.Count; i++ )
for (int i = localPosIndex; i < character.MemLocalPos.Count; i++)
{
character.MemLocalPos[i] =
new PosInfo(
@@ -1241,14 +1251,6 @@ namespace Barotrauma
if (character.MemLocalPos.Count > 120) character.MemLocalPos.RemoveRange(0, character.MemLocalPos.Count - 120);
character.MemPos.Clear();
}
else
{
if (character.MemPos.Count > 0)
{
Collider.LinearVelocity = Vector2.Zero;
Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
}
}
}
private Vector2 GetFlowForce()