Fixed server end cinematic, bugfix in submarine position syncing, CharacterIgnoreDistance bugfix, readded crew button to multiplayer, searching a path out of the sub

This commit is contained in:
Regalis
2016-01-06 20:17:41 +02:00
parent ca7febfcab
commit 48eabedb77
17 changed files with 156 additions and 57 deletions
+9 -9
View File
@@ -78,7 +78,7 @@ namespace Barotrauma
//{
//if (RefLimb.ignoreCollisions) continue;
if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
//if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
message.Write(AnimController.RefLimb.SimPosition.X);
message.Write(AnimController.RefLimb.SimPosition.Y);
@@ -94,15 +94,15 @@ namespace Barotrauma
aiController.FillNetworkData(message);
return true;
case NetworkEventType.EntityUpdate:
if (Submarine == null)
{
if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
//if (Submarine == null)
//{
// if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
}
else
{
if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
}
//}
//else
//{
// if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
//}
message.Write(AnimController.TargetDir == Direction.Right);