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
+11 -4
View File
@@ -212,20 +212,27 @@ namespace Barotrauma
{
if (targetPosition != null && targetPosition != Position)
{
Vector2 targetSimPos = ConvertUnits.ToSimUnits((Vector2)targetPosition);
//Vector2 targetSimPos = ConvertUnits.ToSimUnits((Vector2)targetPosition);
float dist = Vector2.Distance((Vector2)targetPosition, Position);
System.Diagnostics.Debug.WriteLine(targetPosition + " -> " + Position + " - " + dist);
if (dist > 1000.0f)
{
body.SetTransform(targetSimPos, 0.0f);
body.SetTransform(ConvertUnits.ToSimUnits((Vector2)targetPosition), 0.0f);
GameMain.GameScreen.Cam.Position = submarine.Position + Submarine.HiddenSubPosition;
targetPosition = null;
}
else if (dist > 50.0f)
{
Vector2 moveAmount = Vector2.Normalize(targetSimPos - body.Position);
moveAmount *= Math.Min(dist, 100.0f);
Vector2 moveAmount = Vector2.Normalize((Vector2)targetPosition - Position);
moveAmount *= ConvertUnits.ToSimUnits(Math.Min(dist, 100.0f));
System.Diagnostics.Debug.WriteLine("moveamount: "+moveAmount);
body.SetTransform(body.Position + moveAmount * deltaTime, 0.0f);
//GameMain.GameScreen.Cam.Position += ConvertUnits.ToDisplayUnits(moveAmount);
}
else
{