(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -55,7 +55,11 @@ namespace Barotrauma
{
if (limbs == null)
{
DebugConsole.ThrowError("Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this));
string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
#if DEBUG || UNSTABLE
errorMsg += '\n' + Environment.StackTrace;
#endif
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"Ragdoll.Limbs:AccessRemoved",
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
@@ -80,7 +84,7 @@ namespace Barotrauma
frozen = value;
Collider.FarseerBody.LinearDamping = frozen ? (1.5f / (float)Timing.Step) : 0.0f;
Collider.FarseerBody.AngularDamping = frozen ? (1.5f / (float)Timing.Step) : 0.0f;
Collider.FarseerBody.AngularDamping = frozen ? (1.5f / (float)Timing.Step) : PhysicsBody.DefaultAngularDamping;
Collider.FarseerBody.IgnoreGravity = frozen;
//Collider.PhysEnabled = !frozen;
@@ -97,8 +101,6 @@ namespace Barotrauma
protected float strongestImpact;
protected double onFloorTimer;
private float splashSoundTimer;
//the movement speed of the ragdoll
@@ -635,10 +637,7 @@ namespace Barotrauma
Vector2 colliderBottom = GetColliderBottom();
if (structure.IsPlatform)
{
if (IgnorePlatforms) { return false; }
//the collision is ignored if the lowest limb is under the platform
//if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
if (IgnorePlatforms || currentHull == null) { return false; }
if (colliderBottom.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) { return false; }
if (f1.Body.Position.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) { return false; }
@@ -732,14 +731,20 @@ namespace Barotrauma
limbJoint.IsSevered = true;
limbJoint.Enabled = false;
Vector2 limbDiff = limbJoint.LimbA.SimPosition - limbJoint.LimbB.SimPosition;
if (limbDiff.LengthSquared() < 0.0001f) { limbDiff = Rand.Vector(1.0f); }
limbDiff = Vector2.Normalize(limbDiff);
float mass = limbJoint.BodyA.Mass + limbJoint.BodyB.Mass;
limbJoint.LimbA.body.ApplyLinearImpulse(limbDiff * mass, (limbJoint.LimbA.SimPosition + limbJoint.LimbB.SimPosition) / 2.0f);
limbJoint.LimbB.body.ApplyLinearImpulse(-limbDiff * mass, (limbJoint.LimbA.SimPosition + limbJoint.LimbB.SimPosition) / 2.0f);
List<Limb> connectedLimbs = new List<Limb>();
List<LimbJoint> checkedJoints = new List<LimbJoint>();
GetConnectedLimbs(connectedLimbs, checkedJoints, MainLimb);
foreach (Limb limb in Limbs)
{
if (connectedLimbs.Contains(limb)) continue;
if (connectedLimbs.Contains(limb)) { continue; }
limb.IsSevered = true;
}
@@ -962,8 +967,8 @@ namespace Barotrauma
else
{
if (character.Position.X < gap.Rect.X || character.Position.X > gap.Rect.Right) continue;
if (Math.Sign((gap.Rect.Y - gap.Rect.Height / 2) - (currentHull.Rect.Center.Y - currentHull.Rect.Height / 2)) !=
Math.Sign(character.Position.Y - (currentHull.Rect.Center.Y - currentHull.Rect.Height / 2)))
if (Math.Sign((gap.Rect.Y - gap.Rect.Height / 2) - (currentHull.Rect.Y - currentHull.Rect.Height / 2)) !=
Math.Sign(character.Position.Y - (currentHull.Rect.Y - currentHull.Rect.Height / 2)))
{
continue;
}
@@ -1224,6 +1229,8 @@ namespace Barotrauma
private void CheckBodyInRest(float deltaTime)
{
if (SimplePhysicsEnabled) { return; }
if (InWater || Collider.LinearVelocity.LengthSquared() > 0.01f || character.SelectedBy != null || !character.IsDead)
{
bodyInRestTimer = 0.0f;
@@ -1633,7 +1640,7 @@ namespace Barotrauma
{
float offset = 0.0f;
if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
if (!character.IsDead && character.Stun <= 0.0f && !character.IsIncapacitated)
{
offset = -ColliderHeightFromFloor;
}