v0.2: iteminventory sync bugfix, meleeweapon "reload time", spears can be picked even if they're stuck inside a wall, tutorial bugfixes, "submarine godmode", removed round duration, drag character sync, reliable structure damage messages, job assignment bugfixes, some extra sounds
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@@ -745,7 +745,7 @@ int currentTargetIndex = 1;
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}
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AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance;
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AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
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AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
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prevVelocity = simVelocity;
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}
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@@ -423,6 +423,7 @@ namespace Barotrauma
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public AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, float deltaTime, bool playSound = false)
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{
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if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return new AttackResult(0.0f, 0.0f);
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if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
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int i = FindSectionIndex(ConvertUnits.ToDisplayUnits(position));
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@@ -445,13 +446,13 @@ namespace Barotrauma
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private void SetDamage(int sectionIndex, float damage)
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{
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if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return;
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if (!prefab.HasBody) return;
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if (damage != sections[sectionIndex].damage && Math.Abs(sections[sectionIndex].lastSentDamage - damage)>5.0f)
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{
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new NetworkEvent(NetworkEventType.UpdateEntity, ID, false, sectionIndex);
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new NetworkEvent(NetworkEventType.WallDamage, ID, false, sectionIndex);
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sections[sectionIndex].lastSentDamage = damage;
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}
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if (damage < prefab.MaxHealth*0.5f)
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@@ -61,6 +61,12 @@ namespace Barotrauma
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get { return lastPickedFraction; }
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}
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public bool GodMode
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{
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get;
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set;
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}
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public Md5Hash MD5Hash
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{
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get
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