(4b07ea1ca) Removed unused method from HumanoidAnimController
This commit is contained in:
@@ -276,9 +276,6 @@ namespace Barotrauma
|
||||
characterInfos.Add(characterInfo);
|
||||
}
|
||||
|
||||
characterInfos.Add(characterInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove the character from the crew (and crew menus).
|
||||
/// </summary>
|
||||
|
||||
@@ -800,53 +800,7 @@ namespace Barotrauma
|
||||
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
|
||||
}
|
||||
}
|
||||
|
||||
private void ClimbOverObstacles()
|
||||
{
|
||||
if (Collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return;
|
||||
|
||||
//check if the collider is touching a suitable obstacle to climb over
|
||||
Vector2? handle = null;
|
||||
FarseerPhysics.Dynamics.Contacts.ContactEdge ce = Collider.FarseerBody.ContactList;
|
||||
while (ce != null && ce.Contact != null)
|
||||
{
|
||||
if (ce.Contact.Enabled && ce.Contact.IsTouching && ce.Contact.FixtureA.CollisionCategories.HasFlag(Physics.CollisionWall))
|
||||
{
|
||||
Vector2 contactNormal;
|
||||
FarseerPhysics.Common.FixedArray2<Vector2> contactPos;
|
||||
ce.Contact.GetWorldManifold(out contactNormal, out contactPos);
|
||||
|
||||
//only climb if moving towards the obstacle
|
||||
if (Math.Sign(contactPos[0].X - Collider.SimPosition.X) == Math.Sign(movement.X) &&
|
||||
(handle == null || contactPos[0].Y > ((Vector2)handle).Y))
|
||||
{
|
||||
handle = contactPos[0];
|
||||
}
|
||||
}
|
||||
|
||||
ce = ce.Next;
|
||||
}
|
||||
|
||||
if (handle == null) return;
|
||||
|
||||
float colliderBottomY = GetColliderBottom().Y;
|
||||
|
||||
//the contact point should be higher than the bottom of the collider
|
||||
if (((Vector2)handle).Y < colliderBottomY + 0.01f ||
|
||||
((Vector2)handle).Y > Collider.SimPosition.Y) return;
|
||||
|
||||
//find the height of the floor below the torso
|
||||
//(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it)
|
||||
float obstacleY = GetFloorY(GetLimb(LimbType.Torso));
|
||||
|
||||
if (obstacleY > colliderBottomY)
|
||||
{
|
||||
//higher vertical velocity for taller obstacles
|
||||
Collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
|
||||
onGround = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private float handCyclePos;
|
||||
private float legCyclePos;
|
||||
void UpdateSwimming()
|
||||
|
||||
@@ -153,41 +153,6 @@ namespace Barotrauma
|
||||
get { return binding; }
|
||||
}
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public KeyOrMouse State
|
||||
{
|
||||
get { return binding; }
|
||||
}
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
|
||||
Reference in New Issue
Block a user