(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -57,14 +57,14 @@ namespace Barotrauma.Items.Components
private float persistentStickJointTimer;
[Serialize(10.0f, false)]
[Serialize(10.0f, false, description: "The impulse applied to the physics body of the item when it's launched. Higher values make the projectile faster.")]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[Serialize(0.0f, false)]
[Serialize(0.0f, false, description: "The rotation of the item relative to the rotation of the weapon when launched (in degrees).")]
public float LaunchRotation
{
get { return MathHelper.ToDegrees(LaunchRotationRadians); }
@@ -77,7 +77,7 @@ namespace Barotrauma.Items.Components
private set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "When set to true, the item can stick to any target it hits.")]
//backwards compatibility, can stick to anything
public bool DoesStick
{
@@ -85,49 +85,52 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "Can the item stick to the character it hits.")]
public bool StickToCharacters
{
get;
set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "Can the item stick to the structure it hits.")]
public bool StickToStructures
{
get;
set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "Can the item stick to the item it hits.")]
public bool StickToItems
{
get;
set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "Hitscan projectiles cast a ray forwards and immediately hit whatever the ray hits. "+
"It is recommended to use hitscans for very fast-moving projectiles such as bullets, because using extremely fast launch velocities may cause physics glitches.")]
public bool Hitscan
{
get;
set;
}
[Serialize(1, false)]
[Serialize(1, false, description: "How many hitscans should be done when the projectile is launched. "
+ "Multiple hitscans can be used to simulate weapons that fire multiple projectiles at the same time" +
" without having to actually use multiple projectile items, for example shotguns.")]
public int HitScanCount
{
get;
set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "Should the item be deleted when it hits something.")]
public bool RemoveOnHit
{
get;
set;
}
[Serialize(0.0f, false)]
[Serialize(0.0f, false, description: "Random spread applied to the launch angle of the projectile (in degrees).")]
public float Spread
{
get;