Fixed dedicated servers ignoring armor

This commit is contained in:
Joonas Rikkonen
2017-07-24 19:12:18 +03:00
parent 96c4379f9f
commit 379c65e07d
@@ -361,27 +361,28 @@ namespace Barotrauma
hitArmor = true;
totalArmorValue += wearable.WearableComponent.ArmorValue;
}
}
#if CLIENT
float bloodAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
}
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
if (hitArmor)
{
totalArmorValue = Math.Max(totalArmorValue, 0.0f);
damageSoundType = DamageSoundType.LimbArmor;
amount = Math.Max(0.0f, amount - totalArmorValue);
bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue);
}
#if CLIENT
if (playSound)
{
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
if (hitArmor)
{
damageSoundType = DamageSoundType.LimbArmor;
}
SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
}
float bloodParticleAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);