Handheld sonars only consume batteries when they're on, endworms aren't "flipped" when they turn around, every limb is checked in SubmarineBody.DisplaceCharacters (instead of just reflimb)

This commit is contained in:
Regalis
2016-04-24 20:31:26 +03:00
parent d4816c3ee9
commit c08029dea8
8 changed files with 52 additions and 32 deletions

View File

@@ -296,20 +296,26 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
//if the character isn't inside the bounding box, continue
if (!Submarine.RectContains(worldBorders, c.WorldPosition)) continue;
//cast a line from the position of the character to the same direction as the translation of the sub
//and see where it intersects with the bounding box
Vector2? intersection = MathUtils.GetLineRectangleIntersection(c.WorldPosition,
c.WorldPosition + translateDir*100000.0f, worldBorders);
//should never be null when casting a line out from inside the bounding box
Debug.Assert(intersection != null);
foreach (Limb limb in c.AnimController.Limbs)
{
//if the character isn't inside the bounding box, continue
if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) continue;
c.AnimController.SetPosition(ConvertUnits.ToSimUnits((Vector2)intersection) + translateDir);
//''+ translatedir'' in order to move the character slightly away from the wall
//cast a line from the position of the character to the same direction as the translation of the sub
//and see where it intersects with the bounding box
Vector2? intersection = MathUtils.GetLineRectangleIntersection(limb.WorldPosition,
limb.WorldPosition + translateDir*100000.0f, worldBorders);
//should never be null when casting a line out from inside the bounding box
Debug.Assert(intersection != null);
//''+ translatedir'' in order to move the character slightly away from the wall
c.AnimController.SetPosition(c.WorldPosition + ConvertUnits.ToSimUnits((Vector2)intersection - limb.WorldPosition) + translateDir);
return;
}
}
}