Unstable 0.1500.0.0
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@@ -1,4 +1,4 @@
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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@@ -364,6 +364,19 @@ namespace Barotrauma.Items.Components
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float velY = MathHelper.Lerp((neutralBallastLevel * 100 - 50) * 2, -100 * Math.Sign(targetVelocity.Y), Math.Abs(targetVelocity.Y) / 100.0f);
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item.SendSignal(new Signal(velY.ToString(CultureInfo.InvariantCulture), sender: user), "velocity_y_out");
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// converts the controlled sub's velocity to km/h and sends it.
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// TODO: add current_velocity_x and current_velocity_y pins on the navigation terminals and shuttle terminals
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// TODO: increase the size of the connection panels of both navigation terminals
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if (controlledSub is { } sub)
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{
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item.SendSignal(new Signal((ConvertUnits.ToDisplayUnits(sub.Velocity.X * Physics.DisplayToRealWorldRatio) * 3.6f).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_velocity_x");
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item.SendSignal(new Signal((ConvertUnits.ToDisplayUnits(sub.Velocity.Y * Physics.DisplayToRealWorldRatio) * -3.6f).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_velocity_y");
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item.SendSignal(new Signal(sub.WorldPosition.X.ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_x");
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item.SendSignal(new Signal(sub.RealWorldDepth.ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_depth");
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}
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// if our tactical AI pilot has left, revert back to maintaining position
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if (navigateTactically && (user == null || user.SelectedConstruction != item))
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{
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