(b522c4551) Don't assign the attackinglimb if we shouldn't be attacking. Fixes Hammerhead not falling back after hitting the sub.
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@@ -362,8 +362,7 @@ namespace Barotrauma
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if (SelectedCharacter != null || SelectedConstruction != null)
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{
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tempBuffer.Write(true);
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tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
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tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
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tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : SelectedConstruction.ID);
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if (SelectedCharacter != null)
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{
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tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
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@@ -377,9 +376,8 @@ namespace Barotrauma
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tempBuffer.Write(SimPosition.X);
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tempBuffer.Write(SimPosition.Y);
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float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
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AnimController.Collider.LinearVelocity = NetConfig.Quantize(AnimController.Collider.LinearVelocity, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
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bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation;
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tempBuffer.Write(fixedRotation);
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@@ -387,7 +385,6 @@ namespace Barotrauma
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{
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tempBuffer.Write(AnimController.Collider.Rotation);
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
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}
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