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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@@ -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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