(b522c4551) Don't assign the attackinglimb if we shouldn't be attacking. Fixes Hammerhead not falling back after hitting the sub.
This commit is contained in:
@@ -44,29 +44,25 @@ namespace Barotrauma
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return;
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}
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if (character.MemState[0].SelectedCharacter == null || character.MemState[0].SelectedCharacter.Removed)
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if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
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{
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character.DeselectCharacter();
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}
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else if (character.MemState[0].SelectedCharacter != null)
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{
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character.SelectCharacter(character.MemState[0].SelectedCharacter);
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}
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if (character.MemState[0].SelectedItem == null || character.MemState[0].SelectedItem.Removed)
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{
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character.SelectedConstruction = null;
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}
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else
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else if (character.MemState[0].Interact is Character)
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{
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if (character.SelectedConstruction != character.MemState[0].SelectedItem)
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character.SelectCharacter((Character)character.MemState[0].Interact);
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}
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else if (character.MemState[0].Interact is Item newSelectedConstruction)
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{
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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foreach (var ic in character.MemState[0].SelectedItem.Components)
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foreach (var ic in newSelectedConstruction.Components)
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{
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if (ic.CanBeSelected) ic.Select(character);
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}
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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character.SelectedConstruction = newSelectedConstruction;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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@@ -92,13 +88,13 @@ namespace Barotrauma
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f);
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SetPosition(newPosition, lerp: distSqrd < 1.0f);
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}
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else
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{
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@@ -112,15 +108,8 @@ namespace Barotrauma
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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character.MemLocalState.Clear();
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@@ -173,30 +162,25 @@ namespace Barotrauma
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CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
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//the entity we're interacting with doesn't match the server's
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if (localPos.SelectedCharacter != serverPos.SelectedCharacter)
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if (localPos.Interact != serverPos.Interact)
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{
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if (serverPos.SelectedCharacter == null || serverPos.SelectedCharacter.Removed)
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if (serverPos.Interact == null || serverPos.Interact.Removed)
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{
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character.DeselectCharacter();
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}
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else if (serverPos.SelectedCharacter != null)
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{
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character.SelectCharacter(serverPos.SelectedCharacter);
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}
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}
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if (localPos.SelectedItem != serverPos.SelectedItem)
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{
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if (serverPos.SelectedItem == null || serverPos.SelectedItem.Removed)
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{
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character.SelectedConstruction = null;
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}
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else if (serverPos.SelectedItem != null)
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else if (serverPos.Interact is Character)
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{
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if (character.SelectedConstruction != serverPos.SelectedItem)
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character.SelectCharacter((Character)serverPos.Interact);
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}
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else
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{
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var newSelectedConstruction = (Item)serverPos.Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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serverPos.SelectedItem.TryInteract(character, true, true);
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newSelectedConstruction.TryInteract(character, true, true);
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}
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character.SelectedConstruction = serverPos.SelectedItem;
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character.SelectedConstruction = newSelectedConstruction;
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}
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}
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@@ -30,13 +30,12 @@ namespace Barotrauma
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else
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{
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var posInfo = new CharacterStateInfo(
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SimPosition,
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AnimController.Collider.Rotation,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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SelectedCharacter,
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SelectedConstruction,
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AnimController.Anim);
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SimPosition,
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AnimController.Collider.Rotation,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter,
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AnimController.Anim);
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memLocalState.Add(posInfo);
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@@ -215,7 +214,6 @@ namespace Barotrauma
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Vector2 linearVelocity = new Vector2(
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
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linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12);
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bool fixedRotation = msg.ReadBoolean();
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float? rotation = null;
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@@ -225,7 +223,6 @@ namespace Barotrauma
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rotation = msg.ReadFloat();
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
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angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
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}
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bool readStatus = msg.ReadBoolean();
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@@ -239,11 +236,7 @@ namespace Barotrauma
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int index = 0;
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if (GameMain.Client.Character == this && AllowInput)
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{
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var posInfo = new CharacterStateInfo(
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pos, rotation,
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networkUpdateID,
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facingRight ? Direction.Right : Direction.Left,
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selectedCharacter, selectedItem, animation);
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var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
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index++;
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@@ -251,11 +244,7 @@ namespace Barotrauma
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}
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else
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{
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var posInfo = new CharacterStateInfo(
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pos, rotation,
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linearVelocity, angularVelocity,
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sendingTime, facingRight ? Direction.Right : Direction.Left,
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selectedCharacter, selectedItem, animation);
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var posInfo = new CharacterStateInfo(pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
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index++;
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@@ -656,13 +656,6 @@ namespace Barotrauma
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msg.Timer -= deltaTime;
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msg.Pos += msg.Velocity * deltaTime;
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}
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foreach (GUIMessage msg in messages)
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{
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if (!msg.WorldSpace) continue;
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msg.Timer -= deltaTime;
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msg.Pos += msg.Velocity * deltaTime;
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}
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}
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messages.RemoveAll(m => m.Timer <= 0.0f);
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@@ -171,12 +171,9 @@ namespace Barotrauma
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newVelocity = new Vector2(
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
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newVelocity = NetConfig.Quantize(newVelocity, -MaxVel, MaxVel, 12);
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if (!fixedRotation)
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{
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newAngularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
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newAngularVelocity = NetConfig.Quantize(newAngularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
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}
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}
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msg.ReadPadBits();
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