v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -1,18 +1,9 @@
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
partial class AICharacter : Character
{
//characters that are further than this from the camera (and all clients)
//have all their limb physics bodies disabled
const float EnableSimplePhysicsDist = 6000.0f;
const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f;
const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist;
const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist;
{
private AIController aiController;
public override AIController AIController
@@ -20,8 +11,8 @@ namespace Barotrauma
get { return aiController; }
}
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
: base(prefab, speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
: base(prefab, speciesName, position, seed, characterInfo, id: id, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
{
InitProjSpecific();
}
@@ -63,11 +54,11 @@ namespace Barotrauma
if (!IsRemotePlayer && !(AIController is HumanAIController))
{
float characterDistSqr = GetDistanceSqrToClosestPlayer();
if (characterDistSqr > EnableSimplePhysicsDistSqr)
if (characterDistSqr > MathUtils.Pow2(Params.DisableDistance * 0.5f))
{
AnimController.SimplePhysicsEnabled = true;
}
else if (characterDistSqr < DisableSimplePhysicsDistSqr)
else if (characterDistSqr < MathUtils.Pow2(Params.DisableDistance * 0.5f * 0.9f))
{
AnimController.SimplePhysicsEnabled = false;
}