diff --git a/Subsurface/Content/Characters/Human/human.xml b/Subsurface/Content/Characters/Human/human.xml
index 5af2274a9..eef8ab7b9 100644
--- a/Subsurface/Content/Characters/Human/human.xml
+++ b/Subsurface/Content/Characters/Human/human.xml
@@ -76,7 +76,7 @@
-
+
diff --git a/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs b/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
index 738cf18d8..a2cac7cfd 100644
--- a/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
+++ b/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
@@ -348,12 +348,12 @@ namespace Barotrauma
TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
{
TargetMovement *= 1.7f;
- walkCycleSpeed *= 1.7f;
+ walkCycleSpeed *= 2.0f;
}
else
{
TargetMovement /= 1.0f;
- walkCycleSpeed *= 1.5f;
+ walkCycleSpeed *= 2.0f;
}
}
@@ -414,7 +414,12 @@ namespace Barotrauma
//if (LowestLimb == null) return;
- if (onGround) collider.body.LinearVelocity = new Vector2(movement.X * 1.5f, collider.LinearVelocity.Y);
+ if (onGround)
+ {
+ collider.body.LinearVelocity = new Vector2(
+ movement.X * 1.5f,
+ collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
+ }
//float? ceilingY = null;
//if (Submarine.PickBody(head.SimPosition, head.SimPosition + Vector2.UnitY, null, Physics.CollisionWall)!=null)
@@ -826,14 +831,18 @@ namespace Barotrauma
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
- MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
- MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
- MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
+ MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y + 0.7f), 10.5f);
+ MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y+0.5f), 10.5f);
+ MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, collider.SimPosition.Y+0.4f), 10.5f);
+
+
+ MoveLimb(collider, new Vector2(ladderSimPos.X - 0.2f * Dir, collider.SimPosition.Y), 10.5f);
+
Vector2 handPos = new Vector2(
ladderSimPos.X,
- head.SimPosition.Y + movement.Y * 0.1f - ladderSimPos.Y);
+ collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
handPos.Y = Math.Min(-0.5f, handPos.Y);
@@ -852,7 +861,7 @@ namespace Barotrauma
Vector2 footPos = new Vector2(
handPos.X - Dir * 0.05f,
- head.SimPosition.Y - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
+ collider.SimPosition.Y + 0.7f - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
//if (movement.Y < 0) footPos.Y += 0.05f;
@@ -880,11 +889,12 @@ namespace Barotrauma
Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
- Vector2 climbForce = new Vector2(0.0f, movement.Y + (inWater ? -0.05f : 0.6f)) * movementFactor;
- if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
- torso.body.ApplyForce((climbForce * 40.0f + subSpeed * 50.0f) * torso.Mass);
- head.body.SmoothRotate(0.0f);
+ Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.3f) * movementFactor;
+ //if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
+ collider.body.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * collider.Mass);
+ head.body.SmoothRotate(0.0f);
+
if (!character.SelectedConstruction.Prefab.Triggers.Any())
{
character.SelectedConstruction = null;
diff --git a/Subsurface/Source/Characters/Animation/Ragdoll.cs b/Subsurface/Source/Characters/Animation/Ragdoll.cs
index 874163913..4f96dc97f 100644
--- a/Subsurface/Source/Characters/Animation/Ragdoll.cs
+++ b/Subsurface/Source/Characters/Animation/Ragdoll.cs
@@ -361,20 +361,30 @@ namespace Barotrauma
}
else if (structure.StairDirection != Direction.None)
{
+ stairs = null;
+ //---------------
+
float stairBottomPos = ConvertUnits.ToSimUnits(structure.Rect.Y - structure.Rect.Height + 10);
- if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f)
- {
- stairs = null;
- return false;
- }
+ if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f) return false;
- if (targetMovement.Y >= 0.0f && colliderBottom.Y > ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 8.0f))
- {
- stairs = null;
- return false;
- }
+ //---------------
+ if (targetMovement.Y >= 0.0f && colliderBottom.Y >= ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y*5)) return false;
+
+ //---------------
+
+ if (contact.Manifold.LocalNormal.Y < 0.0f) return false;
+
+ //---------------
+
+ Vector2 normal; FarseerPhysics.Common.FixedArray2 points;
+
+ contact.GetWorldManifold(out normal, out points);
+ if (points[0].Y > collider.SimPosition.Y) return false;
+
+ //---------------
+
stairs = structure;
//float stairPosY = structure.StairDirection == Direction.Right ?