(d4b786b03) Fixed welding tools & plasma cutters doing damage to each limb the ray hits, causing them to do excessive damage to characters. Also reduced the damage by 50% because it was still a tad too high.
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@@ -157,7 +157,8 @@ namespace Barotrauma.Items.Components
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partial void UseProjSpecific(float deltaTime);
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private List<FireSource> fireSourcesInRange = new List<FireSource>();
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private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
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private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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{
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var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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@@ -165,6 +166,7 @@ namespace Barotrauma.Items.Components
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{
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
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Type lastHitType = null;
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hitCharacters.Clear();
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foreach (Body body in bodies)
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{
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Type bodyType = body.UserData?.GetType();
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@@ -173,6 +175,23 @@ namespace Barotrauma.Items.Components
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//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
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if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
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}
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Character hitCharacter = null;
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if (body.UserData is Limb limb)
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{
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hitCharacter = limb.character;
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}
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else if (body.UserData is Character character)
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{
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hitCharacter = character;
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}
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//only do damage once to each character even if they ray hit multiple limbs
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if (hitCharacter != null)
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{
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if (hitCharacters.Contains(hitCharacter)) { continue; }
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hitCharacters.Add(hitCharacter);
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}
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if (FixBody(user, deltaTime, degreeOfSuccess, body))
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{
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if (bodyType != null) { lastHitType = bodyType; }
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