- Larger icon for gap/ladder waypoints

- Creature-sub collision damage improvements (takes velocity of the limb into account)
- In-sub particles move with the sub
- Fixed artifacts spawning to non-pickable positions
- Fixed ItemInventories not being drawn if the item is in a subslot
- CauseOfDeath = Drowning if the character is in water while running out of oxy
- Some more deconstructable items
This commit is contained in:
Regalis
2016-01-20 23:31:37 +02:00
parent 75b8e44d3c
commit 97b3d8451c
19 changed files with 104 additions and 39 deletions
+3 -1
View File
@@ -349,7 +349,7 @@ namespace Barotrauma
/// check visibility between two points (in sim units)
/// </summary>
/// <returns>a physics body that was between the points (or null)</returns>
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd)
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false)
{
Body closestBody = null;
float closestFraction = 1.0f;
@@ -365,6 +365,8 @@ namespace Barotrauma
if (fixture == null ||
(fixture.CollisionCategories != Physics.CollisionWall && fixture.CollisionCategories != Physics.CollisionLevel)) return -1;
if (ignoreLevel && fixture.CollisionCategories == Physics.CollisionLevel) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (structure != null)
{