- 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
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@@ -74,7 +74,16 @@ namespace Barotrauma.Particles
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spriteIndex = Rand.Int(prefab.Sprites.Count);
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currentHull = Hull.FindHull(position, hullGuess);
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if (currentHull != null && currentHull.Submarine != null) speed += ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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//if (currentHull != null && currentHull.Submarine != null)
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//{
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// Vector2 subVel = ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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// //subVel.Y = -subVel.Y;
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// speed += subVel;
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//}
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//else
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//{
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// int a = 1;
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//}
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//if (currentHull == null) position = Submarine.Loaded == null ? position : position + Submarine.Loaded.Position;
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this.position = position;
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@@ -133,9 +142,12 @@ namespace Barotrauma.Particles
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public bool Update(float deltaTime)
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{
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Vector2 subVel = currentHull ==null || currentHull.Submarine==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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//over 3 times faster than position += velocity * deltatime
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position.X += velocity.X * deltaTime;
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position.Y += velocity.Y * deltaTime;
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position.X += (velocity.X+subVel.X) * deltaTime;
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position.Y += (velocity.Y+subVel.Y) * deltaTime;
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if (prefab.RotateToDirection)
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{
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@@ -237,7 +249,7 @@ namespace Barotrauma.Particles
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{
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position.Y = prevHullRect.Y - 1.0f;
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velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
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velocity.Y = -velocity.Y*0.1f;
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velocity.Y = -velocity.Y * 0.1f;
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}
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if (position.X < prevHullRect.X)
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