END WORM, fixed camera pos "twitching" when exiting/entering the sub, character scaling

This commit is contained in:
Regalis
2015-12-19 02:05:10 +02:00
parent eb0e08c8ee
commit 4234aa2094
16 changed files with 144 additions and 28 deletions
@@ -196,6 +196,8 @@ namespace Barotrauma
this.character = character;
dir = Direction.Right;
float scale = ToolBox.GetAttributeFloat(element, "scale", 1.0f);
//int limbAmount = ;
Limbs = new Limb[element.Elements("limb").Count()];
@@ -217,7 +219,7 @@ namespace Barotrauma
case "limb":
byte ID = Convert.ToByte(subElement.Attribute("id").Value);
Limb limb = new Limb(character, subElement);
Limb limb = new Limb(character, subElement, scale);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
@@ -229,10 +231,10 @@ namespace Barotrauma
Byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
Byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero) * scale;
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
@@ -296,6 +298,8 @@ namespace Barotrauma
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
{
Structure structure = f2.Body.UserData as Structure;
if (f2.Body.UserData as SubmarineBody != null) return true;
//always collides with bodies other than structures
if (structure == null)