(f68ad6ccc) Minor changes to tutorial texts
This commit is contained in:
@@ -1014,22 +1014,6 @@ namespace Barotrauma
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
|
||||
}
|
||||
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
|
||||
{
|
||||
if (targetCharacter.AIController is EnemyAIController enemy)
|
||||
{
|
||||
@@ -1209,6 +1193,19 @@ namespace Barotrauma
|
||||
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void OnStateChanged(AIState from, AIState to)
|
||||
{
|
||||
latchOntoAI?.DeattachFromBody();
|
||||
Character.AnimController.ReleaseStuckLimbs();
|
||||
}
|
||||
|
||||
private int GetMinimumPassableHoleCount()
|
||||
{
|
||||
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
|
||||
}
|
||||
|
||||
private bool CanPassThroughHole(Structure wall, int sectionIndex)
|
||||
{
|
||||
int requiredHoleCount = GetMinimumPassableHoleCount();
|
||||
|
||||
@@ -1085,6 +1085,8 @@ namespace Barotrauma
|
||||
|
||||
CheckValidity();
|
||||
|
||||
CheckValidity();
|
||||
|
||||
UpdateNetPlayerPosition(deltaTime);
|
||||
CheckDistFromCollider();
|
||||
UpdateCollisionCategories();
|
||||
@@ -1399,6 +1401,16 @@ namespace Barotrauma
|
||||
UpdateProjSpecific(deltaTime);
|
||||
}
|
||||
|
||||
private void CheckValidity()
|
||||
{
|
||||
CheckValidity(Collider);
|
||||
foreach (Limb limb in limbs)
|
||||
{
|
||||
if (limb.body == null || !limb.body.Enabled) { continue; }
|
||||
CheckValidity(limb.body);
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime);
|
||||
|
||||
partial void Splash(Limb limb, Hull limbHull);
|
||||
|
||||
@@ -258,6 +258,9 @@ namespace Barotrauma
|
||||
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
|
||||
bool underWater = hull == null || explosionPos.Y < hull.Surface;
|
||||
|
||||
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
|
||||
bool underWater = hull == null || explosionPos.Y < hull.Surface;
|
||||
|
||||
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
|
||||
|
||||
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
|
||||
|
||||
@@ -336,6 +336,18 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 LinearVelocity
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float AngularVelocity
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public readonly float Timestamp;
|
||||
public readonly UInt16 ID;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user