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);
}
}