Some cleanup using ReSharper (mostly removing redundancies)
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@@ -747,12 +747,13 @@ namespace Barotrauma
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torso.body.ApplyForce((climbForce * 40.0f + subSpeed*50.0f) * torso.Mass);
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head.body.SmoothRotate(0.0f);
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Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
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if (trigger == null)
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if (!character.SelectedConstruction.Prefab.Triggers.Any())
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{
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character.SelectedConstruction = null;
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return;
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}
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Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
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trigger = character.SelectedConstruction.TransformTrigger(trigger);
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bool notClimbing = false;
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@@ -301,7 +301,7 @@ namespace Barotrauma
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{
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Structure structure = f2.Body.UserData as Structure;
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if (f2.Body.UserData as Submarine != null && character.Submarine == f2.Body.UserData as Submarine) return false;
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if (f2.Body.UserData is Submarine && character.Submarine == (Submarine)f2.Body.UserData) return false;
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//always collides with bodies other than structures
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if (structure == null)
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@@ -385,7 +385,7 @@ namespace Barotrauma
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avgVelocity = avgVelocity / Limbs.Count();
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if (character.Submarine == null && f2.Body.UserData is Submarine) avgVelocity -= (f2.Body.UserData as Submarine).Velocity;
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if (character.Submarine == null && f2.Body.UserData is Submarine) avgVelocity -= ((Submarine)f2.Body.UserData).Velocity;
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float impact = Vector2.Dot(avgVelocity, -normal);
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