Merge branch 'multisub'

Conflicts:
	.gitignore
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Items/Components/Holdable/RepairTool.cs
	Subsurface_Solution.v12.suo
This commit is contained in:
Regalis
2016-07-04 17:42:31 +03:00
87 changed files with 2496 additions and 750 deletions
@@ -734,6 +734,10 @@ namespace Barotrauma
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
}
else if (currentHull.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
@@ -742,7 +746,9 @@ namespace Barotrauma
Vector2 handPos = new Vector2(
ladderSimPos.X,
head.SimPosition.Y + 0.0f + movement.Y * 0.1f - ladderSimPos.Y);
head.SimPosition.Y + movement.Y * 0.1f - ladderSimPos.Y);
handPos.Y = Math.Min(-0.5f, handPos.Y);
MoveLimb(leftHand,
new Vector2(handPos.X,
@@ -572,6 +572,7 @@ namespace Barotrauma
if (setSubmarine)
{
//in -> out
if (newHull == null && currentHull.Submarine != null)
{
for (int i = -1; i < 2; i += 2)
@@ -584,17 +585,23 @@ namespace Barotrauma
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, true);
}
//out -> in
else if (currentHull == null && newHull.Submarine != null)
{
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, false);
}
//from one sub to another
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
{
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
Vector2.Zero, false);
}
}
CurrentHull = newHull;
character.Submarine = CurrentHull == null ? null : Submarine.Loaded;
character.Submarine = currentHull == null ? null : currentHull.Submarine;
UpdateCollisionCategories();
}
@@ -609,20 +616,7 @@ namespace Barotrauma
while (ce != null && ce.Contact != null)
{
ce.Contact.Enabled = false;
//if (ce.Contact.IsTouching && ce.Contact.Enabled &&
// ((inToOut && ce.Contact.FixtureA.Body.UserData is Structure) || (!inToOut && ce.Contact.FixtureA.Body.UserData is Submarine)))
//{
// Vector2 normal;
// FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
// ce.Contact.GetWorldManifold(out normal, out worldPoints);
// foreach (Limb limb2 in Limbs)
// {
// limb2.body.FarseerBody.ApplyLinearImpulse(limb2.Mass * normal);
// }
// return false;
//}
ce = ce.Next;
}
}
@@ -632,7 +626,7 @@ namespace Barotrauma
limb.body.LinearVelocity += velocityChange;
}
character.Stun = 0.1f;
//character.Stun = 0.1f;
character.DisableImpactDamageTimer = 0.25f;
SetPosition(refLimb.SimPosition + moveAmount);