Server log, ai characters steer away from the abyss

This commit is contained in:
Regalis
2016-02-14 16:47:23 +02:00
parent ea6824a60d
commit bec6d95198
27 changed files with 306 additions and 71 deletions
@@ -135,12 +135,12 @@ namespace Barotrauma.Items.Components
leftHand.Disabled = true;
leftHand.pullJoint.Enabled = true;
leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * (float)Math.Sin(pickTimer*10.0f)*0.1f;
leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
rightHand.Disabled = true;
rightHand.pullJoint.Enabled = true;
rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * (float)Math.Sin(pickTimer*10.0f) * 0.1f;
rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
pickTimer += CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
@@ -161,7 +161,7 @@ namespace Barotrauma.Items.Components
protected void DropConnectedWires(Character character)
{
if (character == null) return;
Vector2 pos = character == null ? item.SimPosition : character.SimPosition;
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel == null) return;
@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
if (w == null) continue;
w.Item.Drop(character);
w.Item.SetTransform(character.SimPosition, 0.0f);
w.Item.SetTransform(pos, 0.0f);
}
}
}