Fixed projectiles colliding with railguns due to 1e02d74

This commit is contained in:
Joonas Rikkonen
2018-08-24 14:18:51 +03:00
parent afc2e63b55
commit 48e14347a3
3 changed files with 18 additions and 14 deletions

View File

@@ -188,6 +188,8 @@ namespace Barotrauma.Items.Components
{
if (fixture == null || fixture.IsSensor) return -1;
if (fixture.UserData is Item) return -1;
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) return -1;
@@ -291,6 +293,8 @@ namespace Barotrauma.Items.Components
if (IgnoredBodies.Contains(target.Body)) return false;
if (target.UserData is Item) return false;
if (target.CollisionCategories == Physics.CollisionCharacter && !(target.Body.UserData is Limb))
{
return false;

View File

@@ -46,7 +46,7 @@ namespace Barotrauma
public PhysicsBody body;
public readonly XElement staticBodyConfig;
public readonly XElement StaticBodyConfig;
private Vector2 lastSentPos;
private bool prevBodyAwake;
@@ -402,7 +402,7 @@ namespace Barotrauma
case "brokensprite":
break;
case "staticbody":
staticBodyConfig = subElement;
StaticBodyConfig = subElement;
break;
case "aitarget":
aiTarget = new AITarget(this);

View File

@@ -131,31 +131,31 @@ namespace Barotrauma
foreach (Item item in Item.ItemList)
{
if (item.staticBodyConfig == null) continue;
if (item.StaticBodyConfig == null) continue;
float radius = ConvertUnits.ToSimUnits(item.staticBodyConfig.GetAttributeFloat("radius", 0.0f));
float width = ConvertUnits.ToSimUnits(item.staticBodyConfig.GetAttributeFloat("width", 0.0f));
float height = ConvertUnits.ToSimUnits(item.staticBodyConfig.GetAttributeFloat("height", 0.0f));
float radius = ConvertUnits.ToSimUnits(item.StaticBodyConfig.GetAttributeFloat("radius", 0.0f));
float width = ConvertUnits.ToSimUnits(item.StaticBodyConfig.GetAttributeFloat("width", 0.0f));
float height = ConvertUnits.ToSimUnits(item.StaticBodyConfig.GetAttributeFloat("height", 0.0f));
if (width != 0.0f && height != 0.0f)
{
FixtureFactory.AttachRectangle(width, height, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this);
FixtureFactory.AttachRectangle(width, height, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this).UserData = item;
}
else if (radius != 0.0f && width != 0.0f)
{
FixtureFactory.AttachRectangle(width, radius * 2, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) - Vector2.UnitX * width / 2, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) + Vector2.UnitX * width / 2, this);
FixtureFactory.AttachRectangle(width, radius * 2, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this).UserData = item;
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) - Vector2.UnitX * width / 2, this).UserData = item;
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) + Vector2.UnitX * width / 2, this).UserData = item;
}
else if (radius != 0.0f && height != 0.0f)
{
FixtureFactory.AttachRectangle(radius * 2, height, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) - Vector2.UnitY * height / 2, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) + Vector2.UnitX * height / 2, this);
FixtureFactory.AttachRectangle(radius * 2, height, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this).UserData = item;
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) - Vector2.UnitY * height / 2, this).UserData = item;
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) + Vector2.UnitX * height / 2, this).UserData = item;
}
else if (radius != 0.0f)
{
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position), this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position), this).UserData = item;
}
}
}