(f4acd46ef) Don't enable the "report leaks" button inside ruins
This commit is contained in:
@@ -85,18 +85,12 @@ namespace Barotrauma
|
||||
|
||||
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null)
|
||||
{
|
||||
if (steeringManager != insideSteering)
|
||||
{
|
||||
insideSteering.Reset();
|
||||
}
|
||||
if (steeringManager != insideSteering) insideSteering.Reset();
|
||||
steeringManager = insideSteering;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (steeringManager != outsideSteering)
|
||||
{
|
||||
outsideSteering.Reset();
|
||||
}
|
||||
if (steeringManager != outsideSteering) outsideSteering.Reset();
|
||||
steeringManager = outsideSteering;
|
||||
}
|
||||
|
||||
|
||||
@@ -424,7 +424,7 @@ namespace Barotrauma
|
||||
// It's possible that we could reach another buttons.
|
||||
// If this becomes an issue, we could go through them here and check if any of them are reachable
|
||||
// (would have to cache a collection of buttons instead of a single reference in the CanAccess filter method above)
|
||||
//currentPath.Unreachable = true;
|
||||
currentPath.Unreachable = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Barotrauma
|
||||
// Take the sub position into account in the sim pos
|
||||
if (character.Submarine == null && Target.Submarine != null)
|
||||
{
|
||||
//currTargetSimPos += Target.Submarine.SimPosition;
|
||||
currTargetSimPos += Target.Submarine.SimPosition;
|
||||
}
|
||||
else if (character.Submarine != null && Target.Submarine == null)
|
||||
{
|
||||
|
||||
@@ -165,8 +165,8 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float xDiff = Math.Abs(start.X - nodePos.X);
|
||||
float yDiff = Math.Abs(start.Y - nodePos.Y);
|
||||
float xDiff = System.Math.Abs(start.X - nodePos.X);
|
||||
float yDiff = System.Math.Abs(start.Y - nodePos.Y);
|
||||
|
||||
if (yDiff > 1.0f && node.Waypoint.Ladders == null && node.Waypoint.Stairs == null)
|
||||
{
|
||||
@@ -190,7 +190,7 @@ namespace Barotrauma
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
}
|
||||
@@ -216,7 +216,8 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 nodePos = node.Position;
|
||||
|
||||
float dist = Vector2.DistanceSquared(end, nodePos);
|
||||
// TODO: use squared distance
|
||||
float dist = Vector2.Distance(end, nodePos);
|
||||
if (insideSubmarine)
|
||||
{
|
||||
//much higher cost to waypoints that are outside
|
||||
@@ -234,7 +235,7 @@ namespace Barotrauma
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
//if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Submarine) continue;
|
||||
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
|
||||
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user