Only AICharacters use simplephysics, AICharacter bleeding syncing, resetting limb velocities in MP when doing full position reset, characters aren't updated if health <= 0, monsterevent initialization using synced seed, GetRandomWaypoint uses synced seed, disabling debug stuff when starting a client, netconfig changes
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@@ -393,13 +393,13 @@ namespace Barotrauma
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if (impact > 0.8f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(volume, impact * 100.0f, l.WorldPosition);
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if (impact > l.impactTolerance)
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{
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{
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if (!character.IsNetworkPlayer)
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{
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character.AddDamage(CauseOfDeath.Damage, impact - l.impactTolerance * 0.1f);
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}
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strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
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strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, l.body);
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@@ -824,8 +824,10 @@ namespace Barotrauma
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//if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
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//foreach (Limb limb in Limbs)
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//{
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foreach (Limb limb in Limbs)
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{
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limb.body.LinearVelocity = Vector2.Zero;
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limb.body.AngularVelocity = Vector2.Zero;
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// if (limb.body.TargetPosition == Vector2.Zero)
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// {
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// limb.body.SetTransform(limb.body.SimPosition + diff, limb.body.Rotation);
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@@ -837,7 +839,7 @@ namespace Barotrauma
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// limb.body.SetTransform(limb.body.TargetPosition, limb.body.TargetRotation);
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// limb.body.TargetPosition = Vector2.Zero;
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//}
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}
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}
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}
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