Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Source/Characters/Animation/Ragdoll.cs
This commit is contained in:
Regalis
2017-04-06 21:59:52 +03:00
11 changed files with 90 additions and 45 deletions

View File

@@ -856,12 +856,19 @@ namespace Barotrauma
headInWater = false;
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
float floorY = GetFloorY();
inWater = currentHull.Volume > currentHull.FullVolume * 0.95f ||
(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface);
inWater = false;
if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
{
inWater = true;
}
else
{
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
if (Collider.SimPosition.Y < waterSurface && waterSurface - GetFloorY() > HeadPosition * 0.95f)
{
inWater = true;
}
}
}
if (flowForce.LengthSquared() > 0.001f)
@@ -1069,15 +1076,7 @@ namespace Barotrauma
float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor;
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
float floorY = GetFloorY();
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
inWater = true;
if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
{
Vector2 newSpeed = Collider.LinearVelocity;