(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:
Joonas Rikkonen
2019-04-01 22:50:39 +03:00
parent e9a3577316
commit 5d6cbb5898
10 changed files with 126 additions and 109 deletions
@@ -44,29 +44,25 @@ namespace Barotrauma
return;
}
if (character.MemState[0].SelectedCharacter == null || character.MemState[0].SelectedCharacter.Removed)
if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
{
character.DeselectCharacter();
}
else if (character.MemState[0].SelectedCharacter != null)
{
character.SelectCharacter(character.MemState[0].SelectedCharacter);
}
if (character.MemState[0].SelectedItem == null || character.MemState[0].SelectedItem.Removed)
{
character.SelectedConstruction = null;
}
else
else if (character.MemState[0].Interact is Character)
{
if (character.SelectedConstruction != character.MemState[0].SelectedItem)
character.SelectCharacter((Character)character.MemState[0].Interact);
}
else if (character.MemState[0].Interact is Item newSelectedConstruction)
{
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
foreach (var ic in character.MemState[0].SelectedItem.Components)
foreach (var ic in newSelectedConstruction.Components)
{
if (ic.CanBeSelected) ic.Select(character);
}
}
character.SelectedConstruction = character.MemState[0].SelectedItem;
character.SelectedConstruction = newSelectedConstruction;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
@@ -92,13 +88,13 @@ namespace Barotrauma
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f);
SetPosition(newPosition, lerp: distSqrd < 1.0f);
}
else
{
@@ -112,15 +108,8 @@ namespace Barotrauma
// -> 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;
}
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
}
character.MemLocalState.Clear();
@@ -173,30 +162,25 @@ namespace Barotrauma
CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
//the entity we're interacting with doesn't match the server's
if (localPos.SelectedCharacter != serverPos.SelectedCharacter)
if (localPos.Interact != serverPos.Interact)
{
if (serverPos.SelectedCharacter == null || serverPos.SelectedCharacter.Removed)
if (serverPos.Interact == null || serverPos.Interact.Removed)
{
character.DeselectCharacter();
}
else if (serverPos.SelectedCharacter != null)
{
character.SelectCharacter(serverPos.SelectedCharacter);
}
}
if (localPos.SelectedItem != serverPos.SelectedItem)
{
if (serverPos.SelectedItem == null || serverPos.SelectedItem.Removed)
{
character.SelectedConstruction = null;
}
else if (serverPos.SelectedItem != null)
else if (serverPos.Interact is Character)
{
if (character.SelectedConstruction != serverPos.SelectedItem)
character.SelectCharacter((Character)serverPos.Interact);
}
else
{
var newSelectedConstruction = (Item)serverPos.Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
serverPos.SelectedItem.TryInteract(character, true, true);
newSelectedConstruction.TryInteract(character, true, true);
}
character.SelectedConstruction = serverPos.SelectedItem;
character.SelectedConstruction = newSelectedConstruction;
}
}