Positioning out-of-sub particles relative to the level, easier to climb stairs

This commit is contained in:
Regalis
2015-11-22 17:11:13 +02:00
parent 1eaf22d3d0
commit 77024a31fb
17 changed files with 41 additions and 33 deletions
+5 -6
View File
@@ -43,25 +43,26 @@ namespace Barotrauma
public void Explode(Vector2 simPosition)
{
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
Hull hull = Hull.FindHull(displayPosition);
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", displayPosition,
Vector2.Zero, 0.0f);
Vector2.Zero, 0.0f, hull);
}
for (int i = 0; i < attack.Range * 10; i++)
{
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", displayPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f);
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
}
if (flames)
{
GameMain.ParticleManager.CreateParticle("explosionfire", displayPosition + Rand.Vector(50f),
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f);
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull);
}
}
@@ -80,8 +81,6 @@ namespace Barotrauma
if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
//Hull hull = Hull.FindHull(displayPosition);
foreach (Character c in Character.CharacterList)
{
float dist = Vector2.Distance(c.SimPosition, simPosition);