v1.5.7.0 (Summer Update)
This commit is contained in:
@@ -215,7 +215,9 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Math.Sign(flowTargetHull.Rect.Y - rect.Y) != Math.Sign(lerpedFlowForce.Y)) { return; }
|
||||
//do not emit particles unless water is flowing towards the target hull
|
||||
//(using lerpedFlowForce smooths out "flickers" when the direction of flow is rapidly changing)
|
||||
if (Math.Sign(flowTargetHull.WorldPosition.Y - WorldPosition.Y) != Math.Sign(lerpedFlowForce.Y)) { return; }
|
||||
|
||||
float particlesPerSec = Math.Max(open * rect.Width * particleAmountMultiplier, 10.0f);
|
||||
float emitInterval = 1.0f / particlesPerSec;
|
||||
|
||||
Reference in New Issue
Block a user