v0.3.4.1: Temporarily disabled water moving items, bleeding slows down automatically, buttons can be fabricated, mantises don't bleed

This commit is contained in:
Regalis
2016-03-05 11:29:48 +02:00
parent 02825782e5
commit c2a2f8374b
9 changed files with 33 additions and 12 deletions

View File

@@ -288,6 +288,12 @@ namespace Barotrauma
private set;
}
public float BleedingDecreaseSpeed
{
get;
private set;
}
public float PressureTimer
{
@@ -451,6 +457,7 @@ namespace Barotrauma
health = maxHealth;
DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true);
BleedingDecreaseSpeed = ToolBox.GetAttributeFloat(doc.Root, "bleedingdecreasespeed", 0.05f);
needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false);
drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f);
@@ -1036,7 +1043,9 @@ namespace Barotrauma
PressureProtection -= deltaTime*100.0f;
}
Health -= bleeding*deltaTime;
Health -= bleeding * deltaTime;
Bleeding -= BleedingDecreaseSpeed * deltaTime;
if (health <= 0.0f) Kill(CauseOfDeath.Bloodloss, false);
if (!IsDead) LockHands = false;

View File

@@ -642,8 +642,11 @@ namespace Barotrauma
body.ResetDynamics();
}
body.ApplyForce(buoyancy - body.LinearVelocity * volume);
if(CurrentHull != null)
CurrentHull.HandleItems(deltaTime, this);
//TODO: make sure items stay in sync between clients before letting flowing water move items
//if(CurrentHull != null)
// CurrentHull.HandleItems(deltaTime, this);
//apply simple angular drag
body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
}