- special death messages for husk infections
- fixed husk infections not being removed from clients - more accurate bleeding indicators - humanoid standing anim tweaking
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@@ -338,13 +338,13 @@ namespace Barotrauma
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if (!onGround || (LowestLimb.SimPosition.Y - floorY > 0.5f && stairs == null)) return;
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float? ceilingY = null;
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if (Submarine.PickBody(head.SimPosition, head.SimPosition + Vector2.UnitY, null, Physics.CollisionWall)!=null)
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{
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ceilingY = Submarine.LastPickedPosition.Y;
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//float? ceilingY = null;
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//if (Submarine.PickBody(head.SimPosition, head.SimPosition + Vector2.UnitY, null, Physics.CollisionWall)!=null)
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//{
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// ceilingY = Submarine.LastPickedPosition.Y;
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if (ceilingY - floorY < HeadPosition) Crouching = true;
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}
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// if (ceilingY - floorY < HeadPosition) Crouching = true;
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//}
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getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
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@@ -456,24 +456,20 @@ namespace Barotrauma
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else
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{
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float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
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//MoveLimb(leftFoot, footPos, 2.5f);
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for (int i = -1; i < 2; i+=2 )
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for (int i = -1; i < 2; i += 2)
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{
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Vector2 footPos = new Vector2(
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Crouching ? waist.SimPosition.X + Math.Sign(stepSize.X*i)*Dir*0.3f : waist.SimPosition.X,
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colliderPos.Y - 0.2f);
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Vector2 footPos = new Vector2(
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Crouching ? waist.SimPosition.X + Math.Sign(stepSize.X * i) * Dir * 0.3f : GetCenterOfMass().X,
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colliderPos.Y - 0.1f);
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var foot = i == -1 ? rightFoot : leftFoot;
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MoveLimb(foot, footPos, Math.Abs(foot.SimPosition.X - footPos.X)*50.0f);
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MoveLimb(foot, footPos, Math.Abs(foot.SimPosition.X - footPos.X) * 100.0f, true);
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}
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leftFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
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rightFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
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leftFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 50.0f);
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rightFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 50.0f);
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if (!rightHand.Disabled)
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{
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@@ -1183,7 +1179,7 @@ namespace Barotrauma
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Vector2 position = limb.SimPosition;
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if (!limb.pullJoint.Enabled && mirror)
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if ((limb.pullJoint==null || !limb.pullJoint.Enabled) && mirror)
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{
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difference = limb.body.SimPosition - torso.SimPosition;
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difference = Vector2.Transform(difference, torsoTransform);
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