Unstable 0.1500.4.0 (Shrek edition)

This commit is contained in:
Markus Isberg
2021-09-23 21:29:31 +09:00
parent 5a6bbcc79e
commit 3043a9a7bc
124 changed files with 3571 additions and 1848 deletions
@@ -227,10 +227,11 @@ namespace Barotrauma.Items.Components
}
}
private void Launch(Character user, Vector2 simPosition, float rotation)
private void Launch(Character user, Vector2 simPosition, float rotation, float damageMultiplier = 1f)
{
Item.body.ResetDynamics();
Item.SetTransform(simPosition, rotation);
Attack.DamageMultiplier = damageMultiplier;
// Set user for hitscan projectiles to work properly.
User = user;
// Need to set null for non-characterusable items.
@@ -243,7 +244,7 @@ namespace Barotrauma.Items.Components
Item.SetTransform(simPosition, rotation + (Item.body.Dir * LaunchRotationRadians));
}
public void Shoot(Character user, Vector2 weaponPos, Vector2 spawnPos, float rotation, List<Body> ignoredBodies, bool createNetworkEvent)
public void Shoot(Character user, Vector2 weaponPos, Vector2 spawnPos, float rotation, List<Body> ignoredBodies, bool createNetworkEvent, float damageMultiplier = 1f)
{
//add the limbs of the shooter to the list of bodies to be ignored
//so that the player can't shoot himself
@@ -264,7 +265,7 @@ namespace Barotrauma.Items.Components
projectilePos = newPos;
}
}
Launch(user, projectilePos, rotation);
Launch(user, projectilePos, rotation, damageMultiplier);
if (createNetworkEvent && !Item.Removed && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
#if SERVER