(b7893662b) Changed small font to Exo2 Medium (a bit more readable than the light version) + merge fix
This commit is contained in:
@@ -121,63 +121,7 @@ namespace Barotrauma
|
|||||||
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||||
MainLimb.PullJointEnabled = true;
|
MainLimb.PullJointEnabled = true;
|
||||||
}
|
}
|
||||||
character.SelectedConstruction = character.MemState[0].SelectedItem;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (character.MemState[0].Animation == AnimController.Animation.CPR)
|
|
||||||
{
|
|
||||||
character.AnimController.Anim = AnimController.Animation.CPR;
|
|
||||||
}
|
|
||||||
else if (character.AnimController.Anim == AnimController.Animation.CPR)
|
|
||||||
{
|
|
||||||
character.AnimController.Anim = AnimController.Animation.None;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2 newVelocity = Collider.LinearVelocity;
|
|
||||||
Vector2 newPosition = Collider.SimPosition;
|
|
||||||
float newRotation = Collider.Rotation;
|
|
||||||
float newAngularVelocity = Collider.AngularVelocity;
|
|
||||||
Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
|
|
||||||
|
|
||||||
newVelocity = newVelocity.ClampLength(100.0f);
|
|
||||||
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
|
|
||||||
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
|
|
||||||
|
|
||||||
Collider.LinearVelocity = newVelocity;
|
|
||||||
Collider.AngularVelocity = newAngularVelocity;
|
|
||||||
|
|
||||||
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
|
|
||||||
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
|
|
||||||
if (distSqrd > errorTolerance)
|
|
||||||
{
|
|
||||||
if (distSqrd > 10.0f || !character.AllowInput)
|
|
||||||
{
|
|
||||||
Collider.TargetRotation = newRotation;
|
|
||||||
SetPosition(newPosition, lerp: distSqrd < 5.0f);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Collider.TargetRotation = newRotation;
|
|
||||||
Collider.TargetPosition = newPosition;
|
|
||||||
Collider.MoveToTargetPosition(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//unconscious/dead characters can't correct their position using AnimController movement
|
|
||||||
// -> we need to correct it manually
|
|
||||||
if (!character.AllowInput)
|
|
||||||
{
|
|
||||||
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
|
|
||||||
float mainLimbErrorTolerance = 0.1f;
|
|
||||||
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
|
|
||||||
//don't attempt to correct the position.
|
|
||||||
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
|
|
||||||
{
|
|
||||||
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
|
||||||
MainLimb.PullJointEnabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
character.MemLocalState.Clear();
|
character.MemLocalState.Clear();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -121,14 +121,6 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetItem.Prefab.DeconstructItems.Any())
|
|
||||||
{
|
|
||||||
inputContainer.Inventory.RemoveItem(targetItem);
|
|
||||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
|
||||||
MoveInputQueue();
|
|
||||||
PutItemsToLinkedContainer();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (inputContainer.Inventory.Items.Any(i => i != null))
|
if (inputContainer.Inventory.Items.Any(i => i != null))
|
||||||
{
|
{
|
||||||
progressTimer = 0.0f;
|
progressTimer = 0.0f;
|
||||||
|
|||||||
@@ -132,7 +132,7 @@ namespace Barotrauma
|
|||||||
//default size
|
//default size
|
||||||
protected Vector2 size;
|
protected Vector2 size;
|
||||||
|
|
||||||
private List<XElement> fabricationRecipeElements = new List<XElement>();
|
private float impactTolerance;
|
||||||
|
|
||||||
private bool canSpriteFlipX, canSpriteFlipY;
|
private bool canSpriteFlipX, canSpriteFlipY;
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user