Merge remote-tracking branch 'refs/remotes/origin/master'

Conflicts:
	Subsurface/Barotrauma.csproj
	Subsurface/Source/Characters/AI/EnemyAIController.cs
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Door.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
This commit is contained in:
juanjp600
2016-08-30 18:04:49 -03:00
63 changed files with 2787 additions and 1927 deletions

View File

@@ -1,18 +1,18 @@
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Barotrauma.Networking;
using System;
using Barotrauma.Items.Components;
using System.ComponentModel;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using System.ComponentModel;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
@@ -648,7 +648,7 @@ namespace Barotrauma
public AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = true)
{
float damageAmount = attack.GetDamage(deltaTime);
float damageAmount = attack.GetStructureDamage(deltaTime);
Condition -= damageAmount;
return new AttackResult(damageAmount, 0.0f, false);