Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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@@ -685,7 +685,7 @@ namespace Barotrauma
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leftLeg.body.ApplyTorque(Dir * -8.0f);
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rightLeg.body.ApplyTorque(Dir * -8.0f);
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//apply forces to the head and the torso to move the character up/down
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//apply forces to the head and the torso to move the Character up/down
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float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
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movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
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@@ -727,7 +727,7 @@ namespace Barotrauma
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// Limb rightHand = GetLimb(LimbType.RightHand);
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// Limb head = GetLimb(LimbType.Head);
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// Vector2 diff = Vector2.Normalize(character.CursorPosition - RefLimb.Position);
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// Vector2 diff = Vector2.Normalize(Character.CursorPosition - RefLimb.Position);
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// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
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// head.body.ApplyLinearImpulse(diff * 5.0f);
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@@ -863,8 +863,6 @@ namespace Barotrauma
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transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
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}
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Vector2 bodyVelocity = torso.body.LinearVelocity / 60.0f;
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item.body.ResetDynamics();
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Vector2 currItemPos = (character.SelectedItems[0]==item) ?
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