diff --git a/.vs/Subsurface_Solution/v14/.suo b/.vs/Subsurface_Solution/v14/.suo index ed6b50012..195ff13d2 100644 Binary files a/.vs/Subsurface_Solution/v14/.suo and b/.vs/Subsurface_Solution/v14/.suo differ diff --git a/Subsurface/Source/Characters/AICharacter.cs b/Subsurface/Source/Characters/AICharacter.cs index 0da4ed91f..f1a8c3c1d 100644 --- a/Subsurface/Source/Characters/AICharacter.cs +++ b/Subsurface/Source/Characters/AICharacter.cs @@ -148,8 +148,11 @@ namespace Barotrauma rotation = message.ReadFloat(); } - catch + catch (Exception e) { +#if DEBUG + DebugConsole.ThrowError("Failed to read AICharacter update message", e); +#endif return; } @@ -186,15 +189,11 @@ namespace Barotrauma aiController.ReadNetworkData(message); return; case NetworkEventType.EntityUpdate: - Vector2 targetMovement = Vector2.Zero; - bool targetDir = false; - if (sendingTime <= LastNetworkUpdate) return; - bool inSub = false; - - Vector2 pos = Vector2.Zero, vel = Vector2.Zero; - + Vector2 targetMovement = Vector2.Zero, pos = Vector2.Zero; + bool targetDir = false,inSub = false; + try { targetDir = message.ReadBoolean(); @@ -204,14 +203,13 @@ namespace Barotrauma inSub = message.ReadBoolean(); pos.X = message.ReadFloat(); - pos.Y = message.ReadFloat(); - - //vel.X = message.ReadFloat(); - //vel.Y = message.ReadFloat(); - + pos.Y = message.ReadFloat(); } - catch + catch (Exception e) { +#if DEBUG + DebugConsole.ThrowError("Failed to read AICharacter update message", e); +#endif return; } diff --git a/Subsurface/Source/Map/SubmarineBody.cs b/Subsurface/Source/Map/SubmarineBody.cs index e08eae115..7e45546b9 100644 --- a/Subsurface/Source/Map/SubmarineBody.cs +++ b/Subsurface/Source/Map/SubmarineBody.cs @@ -232,6 +232,7 @@ namespace Barotrauma if (Character.Controlled != null) Character.Controlled.CursorPosition += displayerMoveAmount; GameMain.GameScreen.Cam.Position += displayerMoveAmount; + GameMain.GameScreen.Cam.UpdateTransform(); targetPosition = null; } else if (dist > 50.0f) @@ -494,7 +495,6 @@ namespace Barotrauma } Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier); - } }