electricity bugfixes, destructable doors, ai improvements, removed rope, container changes

This commit is contained in:
Regalis
2015-05-27 01:02:30 +03:00
parent a1196d1876
commit 80648ffd46
51 changed files with 701 additions and 509 deletions
+29 -25
View File
@@ -155,38 +155,42 @@ namespace Subsurface.Items.Components
//f2.Body.ApplyLinearImpulse(force);
//f1.Body.ApplyLinearImpulse(-f1.Body.LinearVelocity * f1.Body.Mass);
float damage = f1.Body.LinearVelocity.Length();
//float damage = f1.Body.LinearVelocity.Length();
Limb limb;
Structure structure;
if ((limb = (f2.Body.UserData as Limb)) != null)
if (attack!=null)
{
attack.DoDamage(limb.character, item.SimPosition, 0.0f);
//limb.Damage += damage;
//limb.Bleeding += bleedingDamage;
Limb limb;
Structure structure;
if ((limb = (f2.Body.UserData as Limb)) != null)
{
attack.DoDamage(limb.character, item.SimPosition, 0.0f);
//limb.Damage += damage;
//limb.Bleeding += bleedingDamage;
//if (bleedingDamage>0.0f)
//{
// for (int i = 0; i < 5; i++ )
// {
// Game1.particleManager.CreateParticle(limb.SimPosition,
// ToolBox.VectorToAngle(-f1.Body.LinearVelocity*0.5f) + ToolBox.RandomFloat(-0.5f, 0.5f),
// ToolBox.RandomFloat(1.0f, 3.0f), "blood");
// }
//if (bleedingDamage>0.0f)
//{
// for (int i = 0; i < 5; i++ )
// {
// Game1.particleManager.CreateParticle(limb.SimPosition,
// ToolBox.VectorToAngle(-f1.Body.LinearVelocity*0.5f) + ToolBox.RandomFloat(-0.5f, 0.5f),
// ToolBox.RandomFloat(1.0f, 3.0f), "blood");
// }
// Game1.particleManager.CreateParticle(limb.SimPosition,
// 0.0f,
// Vector2.Zero, "waterblood");
//}
// Game1.particleManager.CreateParticle(limb.SimPosition,
// 0.0f,
// Vector2.Zero, "waterblood");
//}
//AmbientSoundManager.PlayDamageSound(DamageType.LimbBlunt, damage, limb.body.FarseerBody);
//AmbientSoundManager.PlayDamageSound(DamageType.LimbBlunt, damage, limb.body.FarseerBody);
}
else if ((structure = (f2.Body.UserData as Structure)) != null)
{
attack.DoDamage(structure, item.SimPosition, 0.0f);
//AmbientSoundManager.PlayDamageSound(DamageType.StructureBlunt, damage, f2.Body);
}
}
else if ((structure = (f2.Body.UserData as Structure)) != null)
{
attack.DoDamage(structure, item.SimPosition, 0.0f);
//AmbientSoundManager.PlayDamageSound(DamageType.StructureBlunt, damage, f2.Body);
}
item.body.FarseerBody.OnCollision -= OnProjectileCollision;