- resetting the "blood overlay" when switching the controlled character

- fixed 1-section long walls being impossible to fix after their body has been destroyed
- better looking blur (small lights aren't "skewed")
This commit is contained in:
Regalis
2016-05-26 18:03:08 +03:00
parent 6a3572e1d2
commit 2398d8aa8a
4 changed files with 54 additions and 82 deletions
+10 -5
View File
@@ -29,7 +29,12 @@ namespace Barotrauma
public static Character Controlled
{
get { return controlled; }
set { controlled = value; }
set
{
if (controlled == value) return;
controlled = value;
CharacterHUD.Reset();
}
}
private bool enabled;
@@ -1246,11 +1251,11 @@ namespace Barotrauma
return attackResult;
}
public void StartStun(float stunTimer)
public void StartStun(float stunTimer, bool allowStunDecrease = false)
{
if (stunTimer <= 0.0f || !MathUtils.IsValid(stunTimer)) return;
if ((stunTimer <= 0.0f && !allowStunDecrease) || !MathUtils.IsValid(stunTimer)) return;
AnimController.ResetPullJoints();
if (Math.Sign(stunTimer) != Math.Sign(AnimController.StunTimer)) AnimController.ResetPullJoints();
AnimController.StunTimer = Math.Max(AnimController.StunTimer, stunTimer);
selectedConstruction = null;
@@ -1681,7 +1686,7 @@ namespace Barotrauma
}
float newStunTimer = message.ReadRangedSingle(0.0f, 60.0f, 8);
StartStun(newStunTimer);
StartStun(newStunTimer, true);
Oxygen = message.ReadRangedSingle(-100.0f,100.0f, 8);
Bleeding = message.ReadRangedSingle(0.0f, 5.0f, 8);
@@ -20,6 +20,11 @@ namespace Barotrauma
private static float damageOverlayTimer;
public static void Reset()
{
damageOverlayTimer = 0.0f;
}
public static void TakeDamage(float amount)
{
healthBar.Flash();