- characters aren't teleported through gaps if a wall doesn't have a hole there

- characters aren't teleported outside until they're far enough from hulls (prevents them from "jumping" outside as they're teleported partially inside the body of the sub)
- arms are mirrored/flipped when turning in water
This commit is contained in:
Regalis
2016-04-22 17:21:34 +03:00
parent 510602623a
commit 6c538443fd
4 changed files with 18 additions and 15 deletions

View File

@@ -1151,8 +1151,8 @@ namespace Barotrauma
case LimbType.LeftArm:
case LimbType.RightHand:
case LimbType.RightArm:
mirror = !inWater;
flipAngle = !inWater;
mirror = true;
flipAngle = true;
break;
case LimbType.LeftThigh:
case LimbType.LeftLeg:

View File

@@ -560,17 +560,15 @@ namespace Barotrauma
{
if (newHull == null && currentHull.Submarine != null)
{
//if there's a hull right above and below the position, don't teleport outside the sub
//(the character is most likely inside some small gap between hulls)
if (Hull.FindHull(findPos + Vector2.UnitY * Submarine.GridSize.Y * 2.0f, currentHull) != null &&
Hull.FindHull(findPos - Vector2.UnitY * Submarine.GridSize.Y * 2.0f, currentHull) != null) return;
if (Hull.FindHull(findPos + Vector2.UnitX * Submarine.GridSize.X * 2.0f, currentHull) != null &&
Hull.FindHull(findPos - Vector2.UnitX * Submarine.GridSize.X * 2.0f, currentHull) != null) return;
for (int i = -1; i < 2; i += 2)
{
//don't teleport outside the sub if right next to a hull
if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 2.0f * i, 0.0f), currentHull) != null) return;
if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 2.0f * i), currentHull) != null) return;
}
Vector2 ragdollSpeed = refLimb.LinearVelocity == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(refLimb.LinearVelocity);
SetPosition(refLimb.SimPosition + ragdollSpeed + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
SetPosition(refLimb.SimPosition + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
character.CursorPosition += currentHull.Submarine.Position;
}
else if (currentHull == null && newHull != null && newHull.Submarine != null)
@@ -703,9 +701,6 @@ namespace Barotrauma
splashSoundTimer = 0.5f;
}
//1.0 when the limb is parallel to the surface of the water
// = big splash and a large impact
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));

View File

@@ -971,8 +971,9 @@ namespace Barotrauma
foreach (Item item in inventory.Items)
{
if (item == null || item.body == null || item.body.Enabled) continue;
item.Submarine = Submarine;
item.SetTransform(SimPosition, 0.0f);
item.Submarine = Submarine;
}
}

View File

@@ -450,6 +450,13 @@ namespace Barotrauma
foreach (Gap gap in Gap.GapList)
{
if (gap.Open == 0.0f || gap.IsRoomToRoom) continue;
if (gap.ConnectedWall != null)
{
int sectionIndex = gap.ConnectedWall.FindSectionIndex(gap.Position);
if (sectionIndex > -1 && !gap.ConnectedWall.SectionBodyDisabled(sectionIndex)) continue;
}
if (gap.isHorizontal)
{
if (targetPos.Y < gap.WorldRect.Y && targetPos.Y > gap.WorldRect.Y - gap.WorldRect.Height &&