Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading

This commit is contained in:
Regalis
2015-07-19 02:44:42 +03:00
parent 237df18765
commit baa207985c
78 changed files with 1237 additions and 596 deletions
@@ -94,22 +94,16 @@ namespace Subsurface.Items.Components
projectile.body.ApplyTorque(projectile.body.Mass * Rand.Range(-10.0f, 10.0f));
//recoil
item.body.ApplyLinearImpulse(
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -10.0f);
if (Rand.Int(2) == 0)
{
item.Drop(character);
item.body.ApplyTorque(projectile.body.Mass * Rand.Range(-10.0f, 10.0f));
}
//item.body.ApplyLinearImpulse(
// new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -10.0f);
}
else
{
projectileComponent.ignoredBodies = limbBodies;
//recoil
item.body.ApplyLinearImpulse(
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * -item.body.Mass);
//item.body.ApplyLinearImpulse(
// new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * -item.body.Mass);
}
item.RemoveContained(projectile);