Server log, ai characters steer away from the abyss
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@@ -158,10 +158,13 @@ namespace Barotrauma.Items.Components
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item.SetTransform(rightHand.SimPosition, 0.0f);
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}
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bool alreadySelected = character.HasSelectedItem(item);
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if (picker.TrySelectItem(item))
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{
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item.body.Enabled = true;
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IsActive = true;
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if (!alreadySelected) Barotrauma.Networking.GameServer.Log(character.Name+" equipped "+item.Name);
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}
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}
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@@ -171,6 +174,8 @@ namespace Barotrauma.Items.Components
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picker.DeselectItem(item);
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Barotrauma.Networking.GameServer.Log(character.Name + " unequipped " + item.Name);
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item.body.Enabled = false;
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IsActive = false;
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}
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@@ -296,7 +301,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message, float sendingTime)
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public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
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{
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Vector2 newPos = Vector2.Zero;
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@@ -135,12 +135,12 @@ namespace Barotrauma.Items.Components
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leftHand.Disabled = true;
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leftHand.pullJoint.Enabled = true;
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leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * (float)Math.Sin(pickTimer*10.0f)*0.1f;
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leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
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rightHand.Disabled = true;
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rightHand.pullJoint.Enabled = true;
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rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * (float)Math.Sin(pickTimer*10.0f) * 0.1f;
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rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
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pickTimer += CoroutineManager.DeltaTime;
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yield return CoroutineStatus.Running;
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@@ -161,7 +161,7 @@ namespace Barotrauma.Items.Components
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protected void DropConnectedWires(Character character)
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{
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if (character == null) return;
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Vector2 pos = character == null ? item.SimPosition : character.SimPosition;
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var connectionPanel = item.GetComponent<ConnectionPanel>();
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if (connectionPanel == null) return;
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@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
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if (w == null) continue;
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w.Item.Drop(character);
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w.Item.SetTransform(character.SimPosition, 0.0f);
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w.Item.SetTransform(pos, 0.0f);
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}
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}
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}
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