Setting ragdoll position without limbs going through walls, rotating entire ragdoll, using combined network messages client->server, fixed fabricators

This commit is contained in:
Regalis
2015-11-08 22:20:29 +02:00
parent 5a21d64b3a
commit cd48d12be6
31 changed files with 551 additions and 313 deletions
+22 -21
View File
@@ -91,19 +91,19 @@ namespace Barotrauma
return true;
case NetworkEventType.ImportantEntityUpdate:
int i = 0;
foreach (Limb limb in AnimController.Limbs)
{
if (limb.ignoreCollisions) continue;
//foreach (Limb limb in AnimController.Limbs)
//{
//if (RefLimb.ignoreCollisions) continue;
if (limb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
message.WriteRangedSingle(limb.body.SimPosition.X, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
message.WriteRangedSingle(limb.body.SimPosition.Y, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
message.WriteRangedSingle(AnimController.RefLimb.SimPosition.X, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
message.WriteRangedSingle(AnimController.RefLimb.SimPosition.Y, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
message.Write(limb.body.Rotation);
i++;
}
message.Write(AnimController.RefLimb.Rotation);
// i++;
//}
message.WriteRangedSingle(MathHelper.Clamp(AnimController.StunTimer, 0.0f, 60.0f), 0.0f, 60.0f, 8);
message.Write((byte)((health / maxHealth) * 255.0f));
@@ -126,8 +126,9 @@ namespace Barotrauma
return true;
}
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, out object data)
{
data = null;
Enabled = true;
switch (type)
@@ -136,12 +137,12 @@ namespace Barotrauma
Kill(CauseOfDeath.Damage, true);
return;
case NetworkEventType.ImportantEntityUpdate:
foreach (Limb limb in AnimController.Limbs)
{
if (limb.ignoreCollisions) continue;
//foreach (Limb limb in AnimController.Limbs)
//{
// if (limb.ignoreCollisions) continue;
Vector2 limbPos = limb.SimPosition;
float rotation = limb.Rotation;
Vector2 limbPos = AnimController.RefLimb.SimPosition;
float rotation = AnimController.RefLimb.Rotation;
try
{
@@ -155,14 +156,14 @@ namespace Barotrauma
return;
}
if (limb.body != null)
if (AnimController.RefLimb.body != null)
{
limb.body.TargetVelocity = limb.body.LinearVelocity;
limb.body.TargetPosition = limbPos;// +vel * (float)(deltaTime / 60.0);
limb.body.TargetRotation = rotation;// +angularVel * (float)(deltaTime / 60.0);
limb.body.TargetAngularVelocity = limb.body.AngularVelocity;
//AnimController.RefLimb.body.TargetVelocity = limb.body.LinearVelocity;
AnimController.RefLimb.body.TargetPosition = limbPos;// +vel * (float)(deltaTime / 60.0);
AnimController.RefLimb.body.TargetRotation = rotation;// +angularVel * (float)(deltaTime / 60.0);
//limb.body.TargetAngularVelocity = limb.body.AngularVelocity;
}
}
//}
float newStunTimer = 0.0f, newHealth = 0.0f;