Merge branch 'master' into animcontroller-overhaul

Conflicts:
	Subsurface/Content/Characters/Crawler/crawler.xml
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Animation/FishAnimController.cs
	Subsurface/Source/Characters/Animation/Ragdoll.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/SubmarineBody.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
This commit is contained in:
Regalis
2016-10-25 20:09:25 +03:00
17 changed files with 243 additions and 261 deletions

View File

@@ -195,6 +195,8 @@ namespace Barotrauma
for (int i = 0; i < Limbs.Count(); i++)
{
if (Limbs[i].SteerForce <= 0.0f) continue;
Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);

View File

@@ -64,14 +64,14 @@ namespace Barotrauma
var wayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine==null);
if (wayPoints.Any())
{
WayPoint wp = wayPoints[Rand.Int(wayPoints.Count)];
WayPoint wp = wayPoints[Rand.Int(wayPoints.Count, false)];
pos = new Vector2(wp.Rect.X, wp.Rect.Y);
pos += Rand.Vector(200.0f);
pos += Rand.Vector(200.0f, false);
}
else
{
pos = Rand.Vector(2000.0f);
pos = Rand.Vector(2000.0f, false);
}
}
else
@@ -80,9 +80,9 @@ namespace Barotrauma
}
var prefab = prefabs[Rand.Int(prefabs.Count)];
var prefab = prefabs[Rand.Int(prefabs.Count, false)];
int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax);
int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax, false);
List<BackgroundCreature> swarmMembers = new List<BackgroundCreature>();
for (int n = 0; n < amount; n++)

View File

@@ -14,33 +14,6 @@ using System.Xml.Linq;
namespace Barotrauma
{
struct PosInfo
{
public readonly Vector2 Position;
public readonly Direction Direction;
public readonly float Timestamp;
public readonly UInt32 ID;
public PosInfo(Vector2 pos, Direction dir, float time)
{
Position = pos;
Direction = dir;
Timestamp = time;
ID = 0;
}
public PosInfo(Vector2 pos, Direction dir, UInt32 ID)
{
Position = pos;
Direction = dir;
this.ID = ID;
Timestamp = 0.0f;
}
}
class Character : Entity, IDamageable, IPropertyObject, IClientSerializable, IServerSerializable
{
public static List<Character> CharacterList = new List<Character>();