(7d0cf0d4f) Clamp forces in a bunch of more places where forces are applied to bodies
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@@ -1,4 +1,5 @@
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using FarseerPhysics;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using System;
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@@ -314,7 +315,7 @@ namespace Barotrauma
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//pull the character's mouth to the target character (again with a fluctuating force)
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float pullStrength = (float)(Math.Sin(eatTimer) * Math.Max(Math.Sin(eatTimer * 0.5f), 0.0f));
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mouthLimb.body.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f * pullStrength);
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mouthLimb.body.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f * pullStrength, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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character.ApplyStatusEffects(ActionType.OnEating, deltaTime);
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@@ -695,7 +696,7 @@ namespace Barotrauma
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return;
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}
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
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}
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}
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@@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -1189,7 +1190,7 @@ namespace Barotrauma
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if (character.SimPosition.Y > ladderSimPos.Y) { climbForce.Y = Math.Min(0.0f, climbForce.Y); }
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//apply forces to the collider to move the Character up/down
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Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
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Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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head.body.SmoothRotate(0.0f);
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if (!character.SelectedConstruction.Prefab.Triggers.Any())
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@@ -1347,8 +1348,8 @@ namespace Barotrauma
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if (cprPump >= 1)
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{
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torso.body.ApplyForce(new Vector2(0, -1000f));
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targetTorso.body.ApplyForce(new Vector2(0, -1000f));
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torso.body.ApplyLinearImpulse(new Vector2(0, -20f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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targetTorso.body.ApplyLinearImpulse(new Vector2(0, -20f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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cprPump = 0;
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if (skill < CPRSettings.DamageSkillThreshold)
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@@ -1,5 +1,6 @@
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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#if CLIENT
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Particles;
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@@ -83,15 +84,20 @@ namespace Barotrauma.Items.Components
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
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limb.body.ApplyForce(propulsion);
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if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item) == null) continue;
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limb.body.ApplyForce(propulsion, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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character.AnimController.Collider.ApplyForce(propulsion);
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character.AnimController.Collider.ApplyForce(propulsion, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
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if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
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if (character.SelectedItems[0] == item)
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{
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character.AnimController.GetLimb(LimbType.RightHand)?.body.ApplyForce(propulsion, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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if (character.SelectedItems[1] == item)
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{
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character.AnimController.GetLimb(LimbType.LeftHand)?.body.ApplyForce(propulsion, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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#if CLIENT
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if (!string.IsNullOrWhiteSpace(particles))
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@@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private bool itemLoaded;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
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Vector2 diff = nodes[nodes.Count - 1] - newNodePos;
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Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff);
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user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f);
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user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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user.AnimController.UpdateUseItem(true, user.WorldPosition + pullBackDir * 200.0f);
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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@@ -1,4 +1,5 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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@@ -310,7 +311,7 @@ namespace Barotrauma
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errorMsg);
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continue;
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}
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character.AnimController.Collider.ApplyForce(force * limb.body.Mass);
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character.AnimController.Collider.ApplyForce(force * limb.body.Mass, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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}
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}
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@@ -1,4 +1,5 @@
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using FarseerPhysics;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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@@ -368,7 +369,7 @@ namespace Barotrauma
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public void ApplyForce(Vector2 force)
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{
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Body.ApplyForce(force);
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Body.ApplyForce(force, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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public void SetPosition(Vector2 position)
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