assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes

This commit is contained in:
Regalis
2015-08-03 23:25:22 +03:00
parent 01b1dfe0df
commit 9149408b36
44 changed files with 674 additions and 324 deletions

View File

@@ -136,27 +136,8 @@ namespace Subsurface.Items.Components
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
{
//doesn't collide with items
//if (f2.Body.UserData is Item) return false;
if (ignoredBodies.Contains(f2.Body)) return false;
//Structure structure = f1.Body.UserData as Structure;
//if (structure!=null && (structure.IsPlatform || structure.StairDirection != Direction.None)) return false;
//Vector2 force = f1.Body.LinearVelocity * f1.Body.Mass;
//float forceLength = force.Length();
//if (forceLength > 20.0f)
//{
// force = force / forceLength * 20.0f;
//}
//f2.Body.ApplyLinearImpulse(force);
//f1.Body.ApplyLinearImpulse(-f1.Body.LinearVelocity * f1.Body.Mass);
//float damage = f1.Body.LinearVelocity.Length();
AttackResult attackResult = new AttackResult(0.0f, 0.0f);
if (attack!=null)
{
@@ -195,6 +176,11 @@ namespace Subsurface.Items.Components
if (Vector2.Dot(f1.Body.LinearVelocity, normal)<0 ) return StickToTarget(f2.Body, dir);
}
foreach (Item contained in item.ContainedItems)
{
contained.Condition = 0.0f;
}
return true;
}