Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts: Subsurface/Properties/AssemblyInfo.cs Subsurface/Source/Characters/Character.cs
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@@ -230,7 +230,7 @@ namespace Barotrauma.Networking
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{
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updateReturnTimer = 0.0f;
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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shuttleSteering.AutoPilot = true;
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shuttleSteering.MaintainPos = false;
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@@ -298,7 +298,7 @@ namespace Barotrauma.Networking
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private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
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{
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
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{
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@@ -309,7 +309,7 @@ namespace Barotrauma.Networking
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if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
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}
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
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yield return CoroutineStatus.Success;
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}
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@@ -374,7 +374,7 @@ namespace Barotrauma.Networking
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respawnShuttle.Velocity = Vector2.Zero;
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
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}
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