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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@@ -7,7 +7,7 @@ namespace Barotrauma.Items.Components
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{
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class Holdable : Pickable
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{
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//the position(s) in the item that the character grabs
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//the position(s) in the item that the Character grabs
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protected Vector2[] handlePos;
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private List<RelatedItem> prevRequiredItems;
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@@ -24,7 +24,7 @@ namespace Barotrauma.Items.Components
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private bool attachable, attached, attachedByDefault;
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private PhysicsBody body;
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//the angle in which the character holds the item
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//the angle in which the Character holds the item
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protected float holdAngle;
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[HasDefaultValue(false, true)]
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@@ -115,13 +115,11 @@ namespace Barotrauma.Items.Components
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AnimController ac = picker.AnimController;
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Limb rightHand = ac.GetLimb(LimbType.RightHand);
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if (!hitting)
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{
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if (picker.IsKeyDown(InputType.Aim))
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{
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hitPos = (float)System.Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
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hitPos = Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
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}
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@@ -104,7 +104,7 @@ namespace Barotrauma.Items.Components
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if (character == null) return false;
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if (!character.IsKeyDown(InputType.Aim)) return false;
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//if (DoesUseFail(character)) return false;
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//if (DoesUseFail(Character)) return false;
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IsActive = true;
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@@ -181,7 +181,7 @@ namespace Barotrauma.Items.Components
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//ApplyStatusEffects(ActionType.OnUse, 1.0f, null, targ);
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}
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//if (character.SecondaryKeyDown.State)
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//if (Character.SecondaryKeyDown.State)
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//{
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// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
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// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
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@@ -30,18 +30,18 @@ namespace Barotrauma.Items.Components
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if (character == null) return false;
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if (!character.IsKeyDown(InputType.Aim) || throwing) return false;
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//Vector2 diff = Vector2.Normalize(character.CursorPosition - character.AnimController.RefLimb.Position);
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//Vector2 diff = Vector2.Normalize(Character.CursorPosition - Character.AnimController.RefLimb.Position);
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//if (character.SelectedItems[1]==item)
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//if (Character.SelectedItems[1]==item)
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//{
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// Limb leftHand = character.AnimController.GetLimb(LimbType.LeftHand);
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// Limb leftHand = Character.AnimController.GetLimb(LimbType.LeftHand);
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// leftHand.body.ApplyLinearImpulse(diff * 20.0f);
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// leftHand.Disabled = true;
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//}
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//if (character.SelectedItems[0] == item)
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//if (Character.SelectedItems[0] == item)
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//{
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// Limb rightHand = character.AnimController.GetLimb(LimbType.RightHand);
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// Limb rightHand = Character.AnimController.GetLimb(LimbType.RightHand);
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// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
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// rightHand.Disabled = true;
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//}
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