diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs index fa30d8a82..8f9276859 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs @@ -121,90 +121,7 @@ namespace Barotrauma MainLimb.PullJointWorldAnchorB = Collider.SimPosition; MainLimb.PullJointEnabled = true; } - character.SelectedConstruction = character.MemState[0].SelectedItem; } - - if (character.MemState[0].Animation == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.CPR; - } - else if (character.AnimController.Anim == AnimController.Animation.CPR) - { - character.AnimController.Anim = AnimController.Animation.None; - } - - Vector2 newVelocity = Collider.LinearVelocity; - Vector2 newPosition = Collider.SimPosition; - float newRotation = Collider.Rotation; - float newAngularVelocity = Collider.AngularVelocity; - Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity); - - newVelocity = newVelocity.ClampLength(100.0f); - if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; } - overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero; - - Collider.LinearVelocity = newVelocity; - Collider.AngularVelocity = newAngularVelocity; - - float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition); - float errorTolerance = character.AllowInput ? 0.01f : 0.2f; - if (distSqrd > errorTolerance) - { - if (distSqrd > 10.0f || !character.AllowInput) - { - Collider.TargetRotation = newRotation; - SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false); - } - else - { - Collider.TargetRotation = newRotation; - Collider.TargetPosition = newPosition; - Collider.MoveToTargetPosition(true); - } - } - - //unconscious/dead characters can't correct their position using AnimController movement - // -> we need to correct it manually - if (!character.AllowInput) - { - float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition); - float mainLimbErrorTolerance = 0.1f; - //if the main limb is roughly at the correct position and the collider isn't moving (much at least), - //don't attempt to correct the position. - if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f) - { - MainLimb.PullJointWorldAnchorB = Collider.SimPosition; - MainLimb.PullJointEnabled = true; - } - } - } - character.MemLocalState.Clear(); - } - else - { - //remove states with a timestamp (there may still timestamp-based states - //in the list if the controlled character switches from timestamp-based interpolation to ID-based) - character.MemState.RemoveAll(m => m.Timestamp > 0.0f); - - for (int i = 0; i < character.MemLocalState.Count; i++) - { - if (character.Submarine == null) - { - //transform in-sub coordinates to outside coordinates - if (character.MemLocalState[i].Position.Y > lowestSubPos) - { - character.MemLocalState[i].TransformInToOutside(); - } - } - else if (currentHull?.Submarine != null) - { - //transform outside coordinates to in-sub coordinates - if (character.MemLocalState[i].Position.Y < lowestSubPos) - { - character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); - } - } - } character.MemLocalState.Clear(); } diff --git a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs index e180f44e6..34cc2ebeb 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs @@ -366,12 +366,20 @@ namespace Barotrauma private static void DrawOrderIndicator(SpriteBatch spriteBatch, Camera cam, Character character, Order order, float iconAlpha = 1.0f) { - if (order.TargetAllCharacters && !order.HasAppropriateJob(character)) return; + if (order.TargetAllCharacters && !order.HasAppropriateJob(character)) { return; } Entity target = order.ConnectedController != null ? order.ConnectedController.Item : order.TargetEntity; - if (target == null) return; + if (target == null) { return; } - if (!orderIndicatorCount.ContainsKey(target)) orderIndicatorCount.Add(target, 0); + //don't show the indicator if far away and not inside the same sub + //prevents exploiting the indicators in locating the sub + if (character.Submarine != target.Submarine && + Vector2.DistanceSquared(character.WorldPosition, target.WorldPosition) > 1000.0f * 1000.0f) + { + return; + } + + if (!orderIndicatorCount.ContainsKey(target)) { orderIndicatorCount.Add(target, 0); } Vector2 drawPos = target.WorldPosition + Vector2.UnitX * order.SymbolSprite.size.X * 1.5f * orderIndicatorCount[target]; GUI.DrawIndicator(spriteBatch, drawPos, cam, 100.0f, order.SymbolSprite, order.Color * iconAlpha); diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs index b16d788fe..029fa5a7a 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs @@ -733,10 +733,6 @@ namespace Barotrauma limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f); } - while (referenceLimb.Rotation - angle < -MathHelper.TwoPi) - { - angle -= MathHelper.TwoPi; - } limb?.body.SmoothRotate(angle, torque, wrapAngle: false); }