Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something

This commit is contained in:
Regalis
2016-04-16 15:33:28 +03:00
parent c6df095a8b
commit 6876bdc481
18 changed files with 271 additions and 74 deletions
+15 -2
View File
@@ -39,8 +39,6 @@ namespace Barotrauma
{
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
Vector2.Zero, 0.0f, hull);
}
for (int i = 0; i < attack.Range * 0.1f; i++)
@@ -79,6 +77,21 @@ namespace Barotrauma
ApplyExplosionForces(worldPosition, attack.Range, force, attack.GetDamage(1.0f), attack.Stun);
if (flames)
{
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
//if (item.ParentInventory != null) return;
if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.1f) continue;
//item.Condition -= (float)Math.Sqrt(size.X) * deltaTime;
item.ApplyStatusEffects(ActionType.OnFire, 1.0f);
}
}
}
private IEnumerable<object> DimLight()