3ea33fb...bbc4a31

commit bbc4a31aa83572258226f303ab767f8546de64fb
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 5 13:08:38 2019 +0200

    Fixed missing item names in the extra cargo menu. Closes #1218

commit dd18bd163e05e8ba4718c0e98083e50ef0a0157e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 5 13:04:54 2019 +0200

    Fixed a compiler error in RespawnManager

commit 904700eda3e4da5468208bd7553a803e9f41234e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 5 12:56:29 2019 +0200

    Autorestart/spectating fixes (closes #1219):
    - The server owner and spectators don't trigger autorestart.
    - The owner is allowed to spectate even if spectating is disallowed in server settings.
    - Fixed "play yourself" always toggling to true when a round ends.

commit 9710612256875d5a788fb34371ca8ea6dd61b749
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Tue Mar 5 10:10:25 2019 +0200

    dropped the point at which damage sprites appear slightly.
This commit is contained in:
Joonas Rikkonen
2019-03-18 22:29:57 +02:00
parent 97f31d0c94
commit a9d8c14b05
20 changed files with 562 additions and 221 deletions
@@ -179,15 +179,6 @@ namespace Barotrauma
{
if (GameMain.Client != null) return;
Order newOrder = null;
if (Character.CurrentHull != null)
{
if (Character.CurrentHull.FireSources.Count > 0)
{
var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
newOrder = new Order(orderPrefab, Character.CurrentHull, null);
}
partial void ReportProblems();
private void UpdateSpeaking()
@@ -677,18 +677,6 @@ namespace Barotrauma
limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
{
//make sure the angle "has the same number of revolutions" as the reference limb
//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
{
angle += MathHelper.TwoPi;
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
@@ -1035,6 +1035,61 @@ namespace Barotrauma
ResetSpeedMultiplier(); // Reset, items will set the value before the next update
return targetMovement;
}
/// <summary>
/// Can be used to modify the character's speed via StatusEffects
/// </summary>
public float SpeedMultiplier
{
get
{
if (speedMultipliers.Count == 0) return 1f;
float greatestPositive = 1f;
float greatestNegative = 1f;
for (int i = 0; i < speedMultipliers.Count; i++)
{
float val = speedMultipliers[i];
if (val < 1f)
{
if (val < greatestNegative)
{
greatestNegative = val;
}
}
else
{
if (val > greatestPositive)
{
greatestPositive = val;
}
}
}
return greatestPositive - (1f - greatestNegative);
}
set
{
if (value == 1f) return;
speedMultipliers.Add(value);
}
}
public void ResetSpeedMultiplier()
{
speedMultipliers.Clear();
}
/// <summary>
/// Applies temporary limits to the speed (damage).
/// </summary>
public float GetCurrentMaxSpeed(bool run)
{
float currMaxSpeed = AnimController.GetCurrentSpeed(run);
//?
//currMaxSpeed *= 1.5f;
@@ -1055,6 +1110,38 @@ namespace Barotrauma
return currMaxSpeed;
}
public void Control(float deltaTime, Camera cam)
{
ViewTarget = null;
if (!AllowInput) return;
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
if (Controlled == this)
{
SmoothedCursorPosition = cursorPosition;
}
else
{
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
Vector2 targetMovement = GetTargetMovement();
AnimController.TargetMovement = targetMovement;
AnimController.IgnorePlatforms = AnimController.TargetMovement.Y < -0.1f;
}
if (AnimController is HumanoidAnimController)
{
((HumanoidAnimController) AnimController).Crouching = IsKeyDown(InputType.Crouch);
}
return currMaxSpeed;
}
/// <summary>
/// Can be used to modify the character's speed via StatusEffects
/// </summary>