Improved level generation algorithm, fixed invisible hulls, turret projectile fix, fabricators work in mp

This commit is contained in:
Regalis
2016-02-11 21:37:37 +02:00
parent 5a38c4b1ef
commit 4f54e04c8c
32 changed files with 435 additions and 161 deletions

View File

@@ -41,10 +41,16 @@ namespace Barotrauma
{
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
Vector2.Zero, 0.0f, hull);
}
for (int i = 0; i < attack.Range * 0.1f; i++)
{
Vector2 bubblePos = Rand.Vector(attack.Range * 0.5f);
GameMain.ParticleManager.CreateParticle("bubbles", worldPosition+bubblePos,
bubblePos, 0.0f, hull);
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", worldPosition,
@@ -75,16 +81,17 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList)
{
float dist = Vector2.Distance(c.WorldPosition, worldPosition);
if (dist > attack.Range) continue;
float distFactor = 1.0f - dist / attack.Range;
foreach (Limb limb in c.AnimController.Limbs)
{
float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
if (dist > attack.Range) continue;
float distFactor = 1.0f - dist / attack.Range;
if (limb.WorldPosition == worldPosition) continue;
distFactor = 1.0f - Vector2.Distance(limb.WorldPosition, worldPosition)/attack.Range;
c.AddDamage(limb.SimPosition, DamageType.None,
attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor, 0.0f, attack.Stun * distFactor, false);