(bcb06cc5c) Unstable v0.9.9.0

This commit is contained in:
Juan Pablo Arce
2020-03-27 15:22:59 -03:00
parent c81486a993
commit b143329701
326 changed files with 9692 additions and 4364 deletions
@@ -97,8 +97,6 @@ namespace Barotrauma
protected float strongestImpact;
protected double onFloorTimer;
private float splashSoundTimer;
//the movement speed of the ragdoll
@@ -383,7 +381,7 @@ namespace Barotrauma
}
}
if (character.IsHusk)
if (character.IsHusk && character.Params.UseHuskAppendage)
{
var characterPrefab = CharacterPrefab.FindByFilePath(character.ConfigPath);
if (characterPrefab?.XDocument != null)
@@ -732,14 +730,20 @@ 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;
}
@@ -1626,14 +1630,14 @@ namespace Barotrauma
float sin = (float)Math.Sin(mouthLimb.Rotation);
Vector2 bodySize = mouthLimb.body.GetSize();
Vector2 offset = new Vector2(mouthLimb.MouthPos.X * bodySize.X / 2, mouthLimb.MouthPos.Y * bodySize.Y / 2);
return mouthLimb.SimPosition + new Vector2(offset.X * cos - offset.Y * sin, offset.X * sin + offset.Y * cos) * RagdollParams.LimbScale;
return mouthLimb.SimPosition + new Vector2(offset.X * cos - offset.Y * sin, offset.X * sin + offset.Y * cos) * mouthLimb.Scale * RagdollParams.LimbScale;
}
public Vector2 GetColliderBottom()
{
float offset = 0.0f;
if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
if (!character.IsDead && character.Stun <= 0.0f && !character.IsIncapacitated)
{
offset = -ColliderHeightFromFloor;
}