Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
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@@ -734,6 +734,10 @@ namespace Barotrauma
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
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}
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else if (currentHull.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine)
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
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@@ -742,7 +746,9 @@ namespace Barotrauma
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Vector2 handPos = new Vector2(
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ladderSimPos.X,
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head.SimPosition.Y + 0.0f + movement.Y * 0.1f - ladderSimPos.Y);
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head.SimPosition.Y + movement.Y * 0.1f - ladderSimPos.Y);
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handPos.Y = Math.Min(-0.5f, handPos.Y);
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MoveLimb(leftHand,
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new Vector2(handPos.X,
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@@ -815,8 +821,7 @@ namespace Barotrauma
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// - moving sideways
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// - reached the top or bottom of the ladder
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if (notClimbing ||
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(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition * 1.5f) ||
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(TargetMovement.Y > 0.0f && handPos.Y > 0.1f))
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(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition * 1.5f))
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{
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Anim = Animation.None;
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character.SelectedConstruction = null;
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