Water dustparticle fixes, random variation in background color, submarine is automatically moved to origo when loading, configuring a fabricable item with no material requirements doesn't throw an error, AI characters can't open doors if in handcuffs, engines can be picked through doors

This commit is contained in:
Regalis
2016-02-20 18:24:38 +02:00
parent 8672a47a12
commit 619390ab72
21 changed files with 146 additions and 53 deletions
@@ -115,7 +115,7 @@ namespace Barotrauma
return currentTarget-pos2;
}
if (canOpenDoors) CheckDoorsInPath();
if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
@@ -199,7 +199,7 @@ namespace Barotrauma
if (nextNode.Waypoint.ConnectedGap.Open > 0.9f) return 0.0f;
if (nextNode.Waypoint.ConnectedGap.ConnectedDoor == null) return 100.0f;
if (!canOpenDoors) return null;
if (!canOpenDoors || character.LockHands) return null;
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
if (!doorButtons.Any()) return null;