(4b33eda28) Merge branch 'dev' into enemy-ai

This commit is contained in:
Joonas Rikkonen
2019-03-25 19:49:34 +02:00
parent 7d74b5bd52
commit 26594e2c6c
31 changed files with 207 additions and 148 deletions
@@ -1110,13 +1110,15 @@ namespace Barotrauma
ViewTarget = null;
if (!AllowInput) return;
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
if (Controlled == this)
if (Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer))
{
SmoothedCursorPosition = cursorPosition;
}
else
{
//apply some smoothing to the cursor positions of remote players when playing as a client
//to make aiming look a little less choppy
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
@@ -1664,10 +1666,12 @@ namespace Barotrauma
focusedItem = null;
}
findFocusedTimer -= deltaTime;
}
}
#endif
//climb ladders automatically when pressing up/down inside their trigger area
if (SelectedConstruction == null && !AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
Ladder currentLadder = SelectedConstruction?.GetComponent<Ladder>();
if ((SelectedConstruction == null || currentLadder != null) &&
!AnimController.InWater && Screen.Selected != GameMain.SubEditorScreen)
{
bool climbInput = IsKeyDown(InputType.Up) || IsKeyDown(InputType.Down);
bool isControlled = Controlled == this;
@@ -1678,6 +1682,19 @@ namespace Barotrauma
float minDist = float.PositiveInfinity;
foreach (Ladder ladder in Ladder.List)
{
if (ladder == currentLadder)
{
continue;
}
else if (currentLadder != null)
{
//only switch from ladder to another if the ladders are above the current ladders and pressing up, or vice versa
if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y != IsKeyDown(InputType.Up))
{
continue;
}
}
if (CanInteractWith(ladder.Item, out float dist, checkLinked: false) && dist < minDist)
{
minDist = dist;