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
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@@ -431,7 +431,7 @@ namespace Barotrauma.Networking
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if (!(c is AICharacter) || c.IsDead) continue;
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if (Character.CharacterList.Any(
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c2 => c2.IsNetworkPlayer &&
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c2 => c2.IsRemotePlayer &&
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Vector2.Distance(c2.WorldPosition, c.WorldPosition) < ignoreDistance))
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{
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@@ -229,8 +229,8 @@ namespace Barotrauma.Networking
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if (updateReturnTimer > 10.0f)
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{
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updateReturnTimer = 0.0f;
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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shuttleSteering.AutoPilot = true;
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shuttleSteering.MaintainPos = false;
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@@ -298,7 +298,7 @@ namespace Barotrauma.Networking
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private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
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{
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
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{
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@@ -309,7 +309,7 @@ namespace Barotrauma.Networking
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if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
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}
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody);
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yield return CoroutineStatus.Success;
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}
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@@ -374,7 +374,7 @@ namespace Barotrauma.Networking
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respawnShuttle.Velocity = Vector2.Zero;
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody);
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}
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