(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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@@ -14,17 +14,17 @@ namespace Barotrauma
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public readonly AnimController.Animation Animation;
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public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, velocity, angularVelocity, 0, time, dir, selectedCharacter, selectedItem, animation)
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public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, velocity, angularVelocity, 0, time, dir, interact, animation)
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{
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}
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public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, selectedCharacter, selectedItem, animation)
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public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, interact, animation)
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{
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}
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protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: base(pos, rotation, velocity, angularVelocity, ID, time)
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{
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Direction = dir;
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