Using TrySetLimbPosition when flipping a character to prevent limbs from going through walls, changes to outside->inside teleportation logic

This commit is contained in:
Regalis
2016-05-01 18:53:58 +03:00
parent 4cda429ab0
commit 63bb78b3ef
3 changed files with 20 additions and 4 deletions

View File

@@ -1169,18 +1169,24 @@ namespace Barotrauma
break;
}
Vector2 position = limb.SimPosition;
if (!limb.pullJoint.Enabled && mirror)
{
difference = limb.body.SimPosition - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
TrySetLimbPosition(limb, limb.SimPosition, torso.SimPosition + Vector2.Transform(difference, -torsoTransform));
position = torso.SimPosition + Vector2.Transform(difference, -torsoTransform);
//TrySetLimbPosition(limb, limb.SimPosition, );
}
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
TrySetLimbPosition(limb, RefLimb.SimPosition, position);
limb.body.SetTransform(limb.body.SimPosition, angle);
}
}

View File

@@ -503,7 +503,17 @@ namespace Barotrauma
public virtual Hull FindHull()
{
if (parentInventory != null && (parentInventory.Owner as Character) != null)
{
CurrentHull = (parentInventory.Owner as Character).AnimController.CurrentHull;
body.Submarine = (parentInventory.Owner as Character).Submarine;
return CurrentHull;
}
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull);
if (body!=null)
{
body.Submarine = CurrentHull == null ? null : Submarine.Loaded;

View File

@@ -435,7 +435,7 @@ namespace Barotrauma
Vector2 normalizedVel = limb.character.AnimController.RefLimb.LinearVelocity == Vector2.Zero ?
Vector2.Zero : Vector2.Normalize(limb.character.AnimController.RefLimb.LinearVelocity);
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
Hull newHull = Hull.FindHull(targetPos, null);
@@ -453,7 +453,7 @@ namespace Barotrauma
targetPos = limb.character.WorldPosition;
bool gapFound = false;
foreach (Gap gap in Gap.GapList)
foreach (Gap gap in gaps)
{
if (gap.Open == 0.0f || gap.IsRoomToRoom) continue;
@@ -486,7 +486,7 @@ namespace Barotrauma
if (!gapFound) return true;
var ragdoll = limb.character.AnimController;
ragdoll.FindHull();
ragdoll.FindHull(newHull.WorldPosition);
return false;
}