Moving camera with sub even if typing, server doesn't do impact damage to client characters, server sends cause of death in importantentityupdate if health<=0, fire sync fixes, lerping water surface in update instead of render,
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@@ -56,6 +56,11 @@ namespace Barotrauma
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}
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}
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public Hull Hull
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{
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get { return hull; }
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}
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public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool networkEvent=false)
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{
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hull = Hull.FindHull(worldPosition, spawningHull);
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@@ -193,18 +198,18 @@ namespace Barotrauma
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if (hull.Volume > 0.0f) HullWaterExtinquish(deltaTime);
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lightSource.Range = Math.Max(size.X, size.Y) * Rand.Range(8.0f, 10.0f)/2.0f;
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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hull.Oxygen -= size.X*deltaTime*OxygenConsumption;
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hull.Oxygen -= size.X * deltaTime * OxygenConsumption;
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position.X -= GrowSpeed * growModifier * 0.5f * deltaTime;
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//position.Y += GrowSpeed*0.5f * deltaTime;
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size.X += GrowSpeed * growModifier * deltaTime;
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//size.Y += GrowSpeed * deltaTime;
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LimitSize();
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lightSource.Range = Math.Max(size.X, size.Y) * Rand.Range(8.0f, 10.0f) / 2.0f;
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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lightSource.Position = position;
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}
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private void OnChangeHull(Vector2 pos, Hull particleHull)
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@@ -222,7 +227,7 @@ namespace Barotrauma
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull == null) continue;
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if (c.AnimController.CurrentHull == null || c.IsDead) continue;
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float range = (float)Math.Sqrt(size.X) * 20.0f;
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if (c.Position.X < position.X - range || c.Position.X > position.X + size.X + range) continue;
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