Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts: # Subsurface/Source/Characters/Character.cs # Subsurface/Source/Items/Components/Machines/Steering.cs # Subsurface/Source/Map/Structure.cs # Subsurface/Source/Networking/GameClient.cs # Subsurface/Source/Networking/GameServer.cs
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@@ -13,10 +13,7 @@ namespace Barotrauma
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protected Character character;
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protected float walkSpeed, swimSpeed;
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//how large impacts the Character can take before being stunned
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//protected float impactTolerance;
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protected float stunTimer;
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protected float walkPos;
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@@ -47,14 +44,7 @@ namespace Barotrauma
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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//stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.One);
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//stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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//impactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 10.0f);
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legTorque = ToolBox.GetAttributeFloat(element, "legtorque", 0.0f);
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}
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public virtual void UpdateAnim(float deltaTime) { }
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@@ -224,6 +224,12 @@ namespace Barotrauma
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}
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}
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public float ImpactTolerance
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{
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get;
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private set;
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}
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public float StrongestImpact
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{
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get { return strongestImpact; }
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@@ -257,6 +263,8 @@ namespace Barotrauma
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torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
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torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
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ImpactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 50.0f);
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CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true);
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foreach (XElement subElement in element.Elements())
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@@ -471,11 +479,11 @@ namespace Barotrauma
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{
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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if (impact > 8.0f)
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if (impact > ImpactTolerance)
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{
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character.AddDamage(CauseOfDeath.Damage, impact - 8.0f, null);
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character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider);
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strongestImpact = Math.Max(strongestImpact, impact - 8.0f);
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strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
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}
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}
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@@ -852,7 +860,6 @@ namespace Barotrauma
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//limb.body.ApplyLinearImpulse(impulse);
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int n = (int)((limb.Position.X - limbHull.Rect.X) / Hull.WaveWidth);
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limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
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StrongestImpact = ((impulse.Length() * 0.5f) - limb.impactTolerance);
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}
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}
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}
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