Networking optimization/bugfixes (hull water volumes & wall damage are synced, more reliable inventory updates, AICharacter sync changes), proper particle collisions with walls

This commit is contained in:
Regalis
2015-09-25 18:56:39 +03:00
parent 3587b4a4bb
commit 53e729ea11
27 changed files with 50344 additions and 273 deletions
+2 -3
View File
@@ -844,9 +844,9 @@ namespace Subsurface
}
}
public virtual AttackResult AddDamage(IDamageable attacker, Vector2 simPosition, Attack attack, bool playSound = false)
public virtual AttackResult AddDamage(IDamageable attacker, Vector2 simPosition, Attack attack, float deltaTime, bool playSound = false)
{
return AddDamage(simPosition, attack.DamageType, attack.Damage, attack.BleedingDamage, attack.Stun, playSound);
return AddDamage(simPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound);
}
public AttackResult AddDamage(Vector2 simPosition, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound)
@@ -855,7 +855,6 @@ namespace Subsurface
if (controlled == this) CharacterHUD.TakeDamage();
Limb closestLimb = null;
float closestDistance = 0.0f;
foreach (Limb limb in AnimController.Limbs)