Fixed propulsion applying force to _every limb except_ the ones it's supposed to, fixed pressure building up in enclosed rooms that are full of water, fixed netlobby displaying multiple votes for clients, progress on file transfer
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@@ -558,27 +558,12 @@ namespace Barotrauma
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bool wallAttack = (wallAttackPos != Vector2.Zero && state == AiState.Attack);
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message.Write(wallAttack);
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//if (wallAttack)
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//{
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// Vector2 relativeWallAttackPos = wallAttackPos - Submarine.Loaded.SimPosition;
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// message.WriteRangedSingle(MathHelper.Clamp(relativeWallAttackPos.X, -50.0f, 50.0f), -50.0f, 50.0f, 10);
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// message.WriteRangedSingle(MathHelper.Clamp(relativeWallAttackPos.Y, -50.0f, 50.0f), -50.0f, 50.0f, 10);
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//}
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//message.Write(Velocity.X);
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//message.Write(Velocity.Y);
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//message.Write(Character.AnimController.RefLimb.SimPosition.X);
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//message.Write(Character.AnimController.RefLimb.SimPosition.Y);
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//message.Write(wallAttack);
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message.Write(MathUtils.AngleToByte(steeringManager.WanderAngle));
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//message.WriteRangedSingle(MathHelper.Clamp(updateTargetsTimer,0.0f, UpdateTargetsInterval), 0.0f, UpdateTargetsInterval, 8);
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//message.WriteRangedSingle(MathHelper.Clamp(raycastTimer, 0.0f, RaycastInterval), 0.0f, RaycastInterval, 8);
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//message.WriteRangedSingle(MathHelper.Clamp(coolDownTimer, 0.0f, attackCoolDown * 2.0f), 0.0f, attackCoolDown * 2.0f, 8);
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coolDownTimer = MathHelper.Clamp(coolDownTimer, 0.0f, 30.0f);
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message.WriteRangedSingle(coolDownTimer, 0.0f, 30.0f, 8);
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message.Write(targetEntity==null ? (ushort)0 : (targetEntity as Entity).ID);
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}
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@@ -612,9 +597,8 @@ namespace Barotrauma
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//targetPosition = new Vector2(message.ReadFloat(), message.ReadFloat());
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wanderAngle = MathUtils.ByteToAngle(message.ReadByte());
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//updateTargetsTimer = message.ReadRangedSingle(0.0f, UpdateTargetsInterval, 8);
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//raycastTimer = message.ReadRangedSingle(0.0f, RaycastInterval, 8);
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//coolDownTimer = message.ReadRangedSingle(0.0f, attackCoolDown*2.0f, 8);
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coolDownTimer = message.ReadRangedSingle(0.0f, 30.0f, 8);
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targetID = message.ReadUInt16();
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}
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@@ -629,14 +613,10 @@ namespace Barotrauma
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return;
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}
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//wallAttackPos = newWallAttackPos;
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steeringManager.WanderAngle = wanderAngle;
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//this.updateTargetsTimer = updateTargetsTimer;
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//this.raycastTimer = raycastTimer;
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//this.coolDownTimer = coolDownTimer;
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if (targetID > 0) targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
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if (targetID > 0) targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
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updateTargetsTimer = UpdateTargetsInterval;
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}
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}
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@@ -647,14 +627,8 @@ namespace Barotrauma
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//and if the target attacks the Character, the priority increases)
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class AITargetMemory
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{
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//private AITarget target;
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private float priority;
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//public AITarget Target
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//{
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// get { return target; }
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//}
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public float Priority
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{
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get { return priority; }
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@@ -10,9 +10,9 @@ namespace Barotrauma
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class StatusEffect
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{
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[Flags]
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public enum TargetType
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public enum TargetType
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{
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This = 1, Parent = 2, Character = 4, Contained = 8, Nearby = 16, UseTarget=32
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This = 1, Parent = 2, Character = 4, Contained = 8, Nearby = 16, UseTarget = 32, Hull = 64
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}
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private TargetType targetTypes;
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