Build 0.18.0.0

This commit is contained in:
Markus Isberg
2022-05-13 00:55:52 +09:00
parent 15d18e6ff6
commit 7547a9b78a
218 changed files with 3881 additions and 2192 deletions
@@ -24,7 +24,7 @@ namespace Barotrauma
public bool IsAiming => wasAiming;
public bool IsAimingMelee => wasAimingMelee;
protected bool Aiming => aiming || aimingMelee;
protected bool Aiming => aiming || aimingMelee || LockFlippingUntil > Timing.TotalTime && character.IsKeyDown(InputType.Aim);
public float ArmLength => upperArmLength + forearmLength;
@@ -275,6 +275,8 @@ namespace Barotrauma
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
public bool IsAboveFloor => GetHeightFromFloor() > -0.1f;
public float LockFlippingUntil;
public void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
{
useItemTimer = 0.5f;
@@ -380,18 +382,10 @@ namespace Barotrauma
{
//if holding two items that should control the characters' pose, let the item in the right hand do it
bool anotherItemControlsPose = equippedInLefthand && rightHandItem != item && (rightHandItem?.GetComponent<Holdable>()?.ControlPose ?? false);
if (!anotherItemControlsPose)
if (!anotherItemControlsPose && TargetMovement == Vector2.Zero && inWater)
{
var head = GetLimb(LimbType.Head);
if (head != null)
{
head.body.SmoothRotate(itemAngle, force: 30 * head.Mass);
}
if (TargetMovement == Vector2.Zero && inWater)
{
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
}
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
}
aiming = true;
}
@@ -164,8 +164,6 @@ namespace Barotrauma
public float LegBendTorque => CurrentGroundedParams.LegBendTorque * RagdollParams.JointScale;
public Vector2 HandMoveOffset => CurrentGroundedParams.HandMoveOffset * RagdollParams.JointScale;
public float LockFlippingUntil;
public override Vector2 AimSourceSimPos
{
get
@@ -841,7 +839,7 @@ namespace Barotrauma
rotation += 360;
}
float targetSpeed = TargetMovement.Length();
if (targetSpeed > 0.1f && !character.IsRemotelyControlled && !character.IsKeyDown(InputType.Aim))
if (targetSpeed > 0.1f && !character.IsRemotelyControlled && !Aiming)
{
if (Anim != Animation.UsingConstruction && !(character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false))
{