Unstable 1.2.1.0
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@@ -91,7 +91,12 @@ namespace Barotrauma
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get { return hull; }
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}
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public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool isNetworkMessage = false)
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/// <summary>
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/// Which character caused this fire (if any)?
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/// </summary>
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public readonly Character SourceCharacter;
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public FireSource(Vector2 worldPosition, Hull spawningHull = null, Character sourceCharacter = null, bool isNetworkMessage = false)
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{
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hull = Hull.FindHull(worldPosition, spawningHull);
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if (hull == null || worldPosition.Y < hull.WorldSurface) { return; }
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@@ -109,6 +114,8 @@ namespace Barotrauma
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position -= Submarine.Position;
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}
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SourceCharacter = sourceCharacter;
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#if CLIENT
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lightSource = new LightSource(this.position, 50.0f, new Color(1.0f, 0.9f, 0.7f), hull?.Submarine);
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#endif
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@@ -306,8 +313,12 @@ namespace Barotrauma
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (limb.IsSevered) { continue; }
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c.LastDamageSource = null;
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c.DamageLimb(WorldPosition, limb, AfflictionPrefab.Burn.Instantiate(dmg).ToEnumerable(), 0.0f, false, 0.0f);
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c.LastDamageSource = SourceCharacter;
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c.DamageLimb(WorldPosition, limb, AfflictionPrefab.Burn.Instantiate(dmg).ToEnumerable(),
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stun: 0.0f,
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playSound: false,
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attackImpulse: Vector2.Zero,
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attacker: SourceCharacter);
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}
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#if CLIENT
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//let clients display the client-side damage immediately, otherwise they may not be able to react to the damage fast enough
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