Cam twitching fix? (untested)

This commit is contained in:
Regalis11
2016-02-24 19:44:15 +02:00
parent 6f51c6fb33
commit b081891dc6
3 changed files with 13 additions and 15 deletions
Binary file not shown.
+10 -12
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@@ -148,8 +148,11 @@ namespace Barotrauma
rotation = message.ReadFloat(); rotation = message.ReadFloat();
} }
catch catch (Exception e)
{ {
#if DEBUG
DebugConsole.ThrowError("Failed to read AICharacter update message", e);
#endif
return; return;
} }
@@ -186,14 +189,10 @@ namespace Barotrauma
aiController.ReadNetworkData(message); aiController.ReadNetworkData(message);
return; return;
case NetworkEventType.EntityUpdate: case NetworkEventType.EntityUpdate:
Vector2 targetMovement = Vector2.Zero;
bool targetDir = false;
if (sendingTime <= LastNetworkUpdate) return; if (sendingTime <= LastNetworkUpdate) return;
bool inSub = false; Vector2 targetMovement = Vector2.Zero, pos = Vector2.Zero;
bool targetDir = false,inSub = false;
Vector2 pos = Vector2.Zero, vel = Vector2.Zero;
try try
{ {
@@ -205,13 +204,12 @@ namespace Barotrauma
pos.X = message.ReadFloat(); pos.X = message.ReadFloat();
pos.Y = message.ReadFloat(); pos.Y = message.ReadFloat();
//vel.X = message.ReadFloat();
//vel.Y = message.ReadFloat();
} }
catch catch (Exception e)
{ {
#if DEBUG
DebugConsole.ThrowError("Failed to read AICharacter update message", e);
#endif
return; return;
} }
+1 -1
View File
@@ -232,6 +232,7 @@ namespace Barotrauma
if (Character.Controlled != null) Character.Controlled.CursorPosition += displayerMoveAmount; if (Character.Controlled != null) Character.Controlled.CursorPosition += displayerMoveAmount;
GameMain.GameScreen.Cam.Position += displayerMoveAmount; GameMain.GameScreen.Cam.Position += displayerMoveAmount;
GameMain.GameScreen.Cam.UpdateTransform();
targetPosition = null; targetPosition = null;
} }
else if (dist > 50.0f) else if (dist > 50.0f)
@@ -494,7 +495,6 @@ namespace Barotrauma
} }
Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier); Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
} }
} }