(7a980e4e6) Increased the range of docking port sounds and added a subtle camera shake when locking the ports to make it more noticeable when a sub docks.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:09:58 +03:00
parent 41da4e24a9
commit 371bcb11c1
4 changed files with 14 additions and 430 deletions
@@ -168,11 +168,7 @@ namespace Barotrauma.Items.Components
return;
}
target.InitializeLinks();
#if CLIENT
PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
target.InitializeLinks();
if (!item.linkedTo.Contains(target.item)) item.linkedTo.Add(target.item);
if (!target.item.linkedTo.Contains(item)) target.item.linkedTo.Add(item);
@@ -237,9 +233,9 @@ namespace Barotrauma.Items.Components
Math.Sign(DockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(DockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
DockingTarget.DockingDir = -DockingDir;
#if CLIENT
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
#endif
ApplyStatusEffects(ActionType.OnUse, 1.0f);
Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
DockingTarget.item.Submarine.IsOutpost)
@@ -675,9 +671,7 @@ namespace Barotrauma.Items.Components
forceLockTimer = 0.0f;
#if CLIENT
PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
ApplyStatusEffects(ActionType.OnSecondaryUse, 1.0f);
DockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
item.Submarine.DockedTo.Remove(DockingTarget.item.Submarine);