Clamping velocity when correcting submarine position
This commit is contained in:
@@ -190,6 +190,11 @@ namespace Barotrauma
|
|||||||
|
|
||||||
Body.CorrectPosition(memPos, deltaTime, out newVelocity, out newPosition);
|
Body.CorrectPosition(memPos, deltaTime, out newVelocity, out newPosition);
|
||||||
Vector2 moveAmount = ConvertUnits.ToDisplayUnits(newPosition - Body.SimPosition);
|
Vector2 moveAmount = ConvertUnits.ToDisplayUnits(newPosition - Body.SimPosition);
|
||||||
|
newVelocity = newVelocity.ClampLength(100.0f);
|
||||||
|
if (!MathUtils.IsValid(newVelocity))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
List<Submarine> subsToMove = submarine.GetConnectedSubs();
|
List<Submarine> subsToMove = submarine.GetConnectedSubs();
|
||||||
foreach (Submarine dockedSub in subsToMove)
|
foreach (Submarine dockedSub in subsToMove)
|
||||||
|
|||||||
Reference in New Issue
Block a user