38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -24,6 +24,10 @@ namespace Barotrauma.Items.Components
|
||||
: base(item, element)
|
||||
{
|
||||
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
|
||||
if (aimPos == Vector2.Zero)
|
||||
{
|
||||
aimPos = new Vector2(0.6f, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
@@ -77,22 +81,21 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim))
|
||||
{
|
||||
throwPos = (float)System.Math.Min(throwPos + deltaTime * 5.0f, MathHelper.Pi * 0.7f);
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
|
||||
throwPos = MathUtils.WrapAnglePi(System.Math.Min(throwPos + deltaTime * 5.0f, MathHelper.PiOver2));
|
||||
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, false, holdAngle);
|
||||
throwPos = 0;
|
||||
ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throwPos -= deltaTime * 15.0f;
|
||||
throwPos = MathUtils.WrapAnglePi(throwPos - deltaTime * 15.0f);
|
||||
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos);
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, 0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
|
||||
|
||||
if (throwPos < -0.0)
|
||||
if (throwPos < 0)
|
||||
{
|
||||
Vector2 throwVector = Vector2.Normalize(picker.CursorWorldPosition - picker.WorldPosition);
|
||||
//throw upwards if cursor is at the position of the character
|
||||
@@ -108,6 +111,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
||||
throwPos = 0;
|
||||
throwDone = true;
|
||||
ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, picker); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
|
||||
throwing = false;
|
||||
|
||||
Reference in New Issue
Block a user