more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed

This commit is contained in:
Regalis
2015-12-17 18:26:40 +02:00
parent 859be53d28
commit af470eab2e
53 changed files with 1065 additions and 427 deletions

View File

@@ -57,17 +57,34 @@ namespace Barotrauma
character.AIController.SteeringManager.SteeringSeek(
target != null ? target.SimPosition : targetPos);
Vector2 currTargetPos = target != null ? target.SimPosition : targetPos;
if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
{
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
}
}
public override bool IsCompleted()
{
if (repeat) return false;
bool completed = false;
float allowedDistance = 0.5f;
var item = target as Item;
if (item != null) allowedDistance = Math.Max(item.PickDistance,allowedDistance);
return Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
if (item != null)
{
allowedDistance = Math.Max(item.PickDistance, allowedDistance);
if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
}
completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
if (completed) character.AIController.SteeringManager.SteeringManual(0.0f, -character.AIController.Steering);
return completed;
}
public override bool IsDuplicate(AIObjective otherObjective)