(0792e9b34) Option to ignore item requirements in the sub editor. Items can now be placed to secure cabinets and crates in character mode without having to spawn an ID Card in the inventory first.

This commit is contained in:
Joonas Rikkonen
2019-05-06 11:33:42 +03:00
parent 950d4f9d27
commit 5868b1da41
5 changed files with 58 additions and 316 deletions
@@ -121,90 +121,7 @@ namespace Barotrauma
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
character.SelectedConstruction = character.MemState[0].SelectedItem;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
else if (character.AnimController.Anim == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.None;
}
Vector2 newVelocity = Collider.LinearVelocity;
Vector2 newPosition = Collider.SimPosition;
float newRotation = Collider.Rotation;
float newAngularVelocity = Collider.AngularVelocity;
Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
Collider.LinearVelocity = newVelocity;
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
}
else
{
Collider.TargetRotation = newRotation;
Collider.TargetPosition = newPosition;
Collider.MoveToTargetPosition(true);
}
}
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.AllowInput)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
}
}
character.MemLocalState.Clear();
}
else
{
//remove states with a timestamp (there may still timestamp-based states
//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
for (int i = 0; i < character.MemLocalState.Count; i++)
{
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemLocalState[i].Position.Y > lowestSubPos)
{
character.MemLocalState[i].TransformInToOutside();
}
}
else if (currentHull?.Submarine != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemLocalState[i].Position.Y < lowestSubPos)
{
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
}
character.MemLocalState.Clear();
}