Ragdoll.SetPosition takes platforms into account if the character isn't ignoring platforms (i.e. forcing a character on top of a platform won't make it fall through it), reaching the top/bottom of a ladder won't make networkplayers fall off, server ignores position updates from dead/unconscious characters, smaller ResetRagdollDistance
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@@ -814,15 +814,12 @@ namespace Barotrauma
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}
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else
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{
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notClimbing = Math.Abs(targetMovement.X) > 0.05f;
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notClimbing = Math.Abs(targetMovement.X) > 0.05f ||
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(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition) ||
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(TargetMovement.Y > 0.0f && handPos.Y > 0.1f);
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}
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//stop climbing if:
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// - moving sideways
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// - reached the top or bottom of the ladder
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if (notClimbing ||
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(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition) ||
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(TargetMovement.Y > 0.0f && handPos.Y > 0.1f))
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if (notClimbing)
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{
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Anim = Animation.None;
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character.SelectedConstruction = null;
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@@ -793,7 +793,10 @@ namespace Barotrauma
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if (original != simPosition)
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{
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Body body = Submarine.CheckVisibility(original, simPosition);
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Category collisionCategory = Physics.CollisionWall | Physics.CollisionLevel;
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if (!ignorePlatforms) collisionCategory |= Physics.CollisionPlatform;
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Body body = Submarine.PickBody(original, simPosition, null, collisionCategory);
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//if there's something in between the limbs
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if (body != null)
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@@ -803,13 +806,10 @@ namespace Barotrauma
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}
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}
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if (lerp)
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{
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limb.body.TargetPosition = movePos;
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limb.body.MoveToTargetPosition(Vector2.Distance(limb.SimPosition, movePos) < 10.0f);
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limb.body.MoveToTargetPosition(Vector2.Distance(limb.SimPosition, movePos) < 10.0f);
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}
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else
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{
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@@ -1602,6 +1602,7 @@ namespace Barotrauma
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GameServer.Log(Name + " selected " + pickedItem.Name, Color.Orange);
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}
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pickedItem.Pick(this, false, pickHit, actionHit);
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}
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return;
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@@ -1732,6 +1733,8 @@ namespace Barotrauma
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return;
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}
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if (GameMain.Server != null && (isDead || IsUnconscious)) return;
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keys[(int)InputType.Use].Held = actionKeyState;
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keys[(int)InputType.Use].SetState(false, actionKeyState);
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@@ -1301,14 +1301,19 @@ namespace Barotrauma
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System.Diagnostics.Debug.WriteLine("Item.Pick(" + picker + ", " + forceSelectKey + ")");
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if (picker.SelectedConstruction == this)
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if (selected)
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{
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if (picker.IsKeyHit(InputType.Select)) picker.SelectedConstruction = null;
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}
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else if (selected)
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{
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picker.SelectedConstruction = this;
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if (picker.SelectedConstruction == this)
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{
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picker.SelectedConstruction = null;
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}
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else
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{
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picker.SelectedConstruction = this;
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}
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}
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if (!hasRequiredSkills && Character.Controlled==picker && Screen.Selected != GameMain.EditMapScreen)
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{
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@@ -383,12 +383,18 @@ namespace Barotrauma
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fixture.CollisionCategories == Category.None ||
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fixture.CollisionCategories == Physics.CollisionItem) return -1;
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if (collisionCategory != null && !fixture.CollisionCategories.HasFlag((Category)collisionCategory)) return -1;
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if (collisionCategory != null &&
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!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
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!((Category)collisionCategory).HasFlag(fixture.CollisionCategories)) return -1;
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if (ignoredBodies != null && ignoredBodies.Contains(fixture.Body)) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null && (structure.IsPlatform || !structure.HasBody)) return -1;
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if (structure != null)
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{
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if (!structure.HasBody) return -1;
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if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform)) return -1;
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}
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if (fraction < closestFraction)
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{
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@@ -17,7 +17,7 @@
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//if a ragdoll is further than this from the correct position, teleport it there
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//(in sim units)
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public const float ResetRagdollDistance = 2.0f;
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public const float ResetRagdollDistance = 1.0f;
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//if the ragdoll is closer than this, don't try to correct its position
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public const float AllowedRagdollDistance = 0.1f;
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