(b21318728) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-29 21:09:50 +03:00
parent 97c4e3019d
commit 67a0636470
14 changed files with 112 additions and 65 deletions
@@ -560,7 +560,8 @@ namespace Barotrauma
//TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
@@ -2551,32 +2551,14 @@ namespace Barotrauma
if (info != null) { info.Remove(); }
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
CharacterList.Remove(this);
if (Controlled == this) { Controlled = null; }
if (Inventory != null)
{
foreach (Item item in Inventory.Items)
@@ -635,24 +635,6 @@ namespace Barotrauma
var character = ((Limb)f2.Body.UserData).character;
if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
}
if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section > -1)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
if (impact < 10.0f) return true;
#if CLIENT
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
#endif
AddDamage(section, impact);
}
}
OnImpactProjSpecific(f1, f2, contact);
@@ -102,7 +102,7 @@ namespace Barotrauma
{
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
@@ -115,7 +115,7 @@ namespace Barotrauma
{
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));