Online quest mode, fixed bug when swimming from hull to another, monitors with editable text, choosing exe in content package, monster quests, misc bugfixes
This commit is contained in:
@@ -463,19 +463,19 @@ namespace Subsurface
|
||||
MoveLimb(leftFoot, footPos + transformedFootPos, 2.5f);
|
||||
MoveLimb(rightFoot, footPos - transformedFootPos, 2.5f);
|
||||
|
||||
float legCorrection = MathUtils.GetShortestAngle(leftLeg.Rotation, torso.body.Rotation);
|
||||
//float legCorrection = MathUtils.GetShortestAngle(leftLeg.Rotation, torso.body.Rotation);
|
||||
|
||||
leftLeg.body.ApplyTorque(legCorrection);
|
||||
//leftLeg.body.ApplyTorque(legCorrection);
|
||||
|
||||
legCorrection = MathUtils.GetShortestAngle(rightLeg.Rotation, torso.body.Rotation);
|
||||
//legCorrection = MathUtils.GetShortestAngle(rightLeg.Rotation, torso.body.Rotation);
|
||||
|
||||
rightLeg.body.ApplyTorque(legCorrection);
|
||||
//Vector2 feetExtendForce = new Vector2(
|
||||
// (float)-Math.Sin(torso.body.Rotation),
|
||||
// (float)Math.Cos(torso.body.Rotation));
|
||||
//rightLeg.body.ApplyTorque(legCorrection);
|
||||
Vector2 feetExtendForce = new Vector2(
|
||||
(float)-Math.Sin(torso.body.Rotation),
|
||||
(float)Math.Cos(torso.body.Rotation));
|
||||
|
||||
//leftFoot.body.ApplyForce(feetExtendForce);
|
||||
//rightFoot.body.ApplyForce(feetExtendForce);
|
||||
leftFoot.body.ApplyForce(feetExtendForce);
|
||||
rightFoot.body.ApplyForce(feetExtendForce);
|
||||
|
||||
leftFoot.body.ApplyTorque(leftFoot.body.Mass * -Dir);
|
||||
rightFoot.body.ApplyTorque(rightFoot.body.Mass * -Dir);
|
||||
@@ -486,7 +486,7 @@ namespace Subsurface
|
||||
//if (!leftHand.Disabled) leftHand.body.ApplyTorque(leftHand.body.Mass * Dir);
|
||||
|
||||
//at the surface, not moving sideways -> hands just float around
|
||||
if (!headInWater && TargetMovement.X == 0.0f)
|
||||
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y>0)
|
||||
{
|
||||
handPos.X = handPos.X + Dir * 0.6f;
|
||||
|
||||
@@ -700,7 +700,7 @@ namespace Subsurface
|
||||
itemAngle = (torso.body.Rotation + holdAngle * Dir);
|
||||
}
|
||||
|
||||
Vector2 shoulderPos = head.SimPosition + (torso.SimPosition - head.SimPosition) *0.9f;
|
||||
Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
|
||||
Vector2 transformedHoldPos = shoulderPos;
|
||||
|
||||
if (itemPos == Vector2.Zero)
|
||||
@@ -754,10 +754,10 @@ namespace Subsurface
|
||||
Limb arm = (i == 0) ? rightArm : leftArm;
|
||||
|
||||
//hand length
|
||||
float a = 24.0f;
|
||||
float a = 37.0f;
|
||||
|
||||
//arm length
|
||||
float b = 34.0f;
|
||||
float b = 28.0f;
|
||||
|
||||
//distance from shoulder to holdpos
|
||||
float c = ConvertUnits.ToDisplayUnits(Vector2.Distance(transformedHoldPos + transformedHandlePos[i], shoulderPos));
|
||||
|
||||
Reference in New Issue
Block a user