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

View File

@@ -68,7 +68,7 @@ namespace Subsurface
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, displayPosition)/2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist)/displayRange, 0.0f);
if (attack.StructureDamage > 0.0f)
if (attack.GetStructureDamage(1.0f) > 0.0f)
{
List<Structure> structureList = new List<Structure>();
@@ -91,11 +91,13 @@ namespace Subsurface
for (int i = 0; i < structure.SectionCount; i++)
{
float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
if (distFactor > 0.0f) structure.AddDamage(i, attack.StructureDamage*distFactor);
if (distFactor > 0.0f) structure.AddDamage(i, attack.GetStructureDamage(1.0f)*distFactor);
}
}
}
if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
foreach (Character c in Character.CharacterList)
{
float dist = Vector2.Distance(c.SimPosition, simPosition);
@@ -109,7 +111,7 @@ namespace Subsurface
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/attack.Range;
c.AddDamage(limb.SimPosition, DamageType.None,
attack.Damage / c.AnimController.Limbs.Length * distFactor, 0.0f, attack.Stun * distFactor, true);
attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor, 0.0f, attack.Stun * distFactor, true);
if (force>0.0f)
{
limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition - simPosition) * distFactor * force);