Networking optimization/bugfixes (hull water volumes & wall damage are synced, more reliable inventory updates, AICharacter sync changes), proper particle collisions with walls
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@@ -844,9 +844,9 @@ namespace Subsurface
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}
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}
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public virtual AttackResult AddDamage(IDamageable attacker, Vector2 simPosition, Attack attack, bool playSound = false)
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public virtual AttackResult AddDamage(IDamageable attacker, Vector2 simPosition, Attack attack, float deltaTime, bool playSound = false)
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{
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return AddDamage(simPosition, attack.DamageType, attack.Damage, attack.BleedingDamage, attack.Stun, playSound);
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return AddDamage(simPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound);
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}
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public AttackResult AddDamage(Vector2 simPosition, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound)
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@@ -855,7 +855,6 @@ namespace Subsurface
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if (controlled == this) CharacterHUD.TakeDamage();
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Limb closestLimb = null;
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float closestDistance = 0.0f;
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foreach (Limb limb in AnimController.Limbs)
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