- stunned characters don't move their hands behind their back when cuffed (caused the characters to flail around when someone grabs them)

- characters can run while grabbing/dragging someone
- inventory and chatbox are hidden when stunned
- turret rotation is reset between minRotation and maxRotation when changing the rotation limits
- fixed explosion damage being applied to simPositions of the limbs instead of worldpositions
This commit is contained in:
Regalis
2016-06-09 16:54:30 +03:00
parent 37336095bd
commit d520c00dc9
6 changed files with 31 additions and 16 deletions

View File

@@ -156,6 +156,13 @@ namespace Barotrauma
}
strongestImpact = 0.0f;
if (stunTimer > 0)
{
stunTimer -= deltaTime;
return;
}
if (character.LockHands)
{
var leftHand = GetLimb(LimbType.LeftHand);
@@ -185,15 +192,13 @@ namespace Barotrauma
//rightHand.pullJoint.Enabled = true;
//rightHand.pullJoint.WorldAnchorB = midPos;
}
if (stunTimer > 0)
else
{
stunTimer -= deltaTime;
return;
}
if (Anim != Animation.UsingConstruction) ResetPullJoints();
if (Anim != Animation.UsingConstruction) ResetPullJoints();
}
if (SimplePhysicsEnabled)
{
UpdateStandingSimple();
@@ -287,7 +292,7 @@ namespace Barotrauma
float slowdownFactor = (float)limbsInWater / (float)Limbs.Count();
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownFactor, 1.0f);
if (character.SelectedCharacter!=null) maxSpeed = Math.Min(maxSpeed, 1.0f);
// if (character.SelectedCharacter!=null) maxSpeed = Math.Min(maxSpeed, 1.0f);
TargetMovement = Vector2.Normalize(TargetMovement) * maxSpeed;
}
@@ -933,10 +938,11 @@ namespace Barotrauma
{
pullLimb.pullJoint.Enabled = true;
pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
pullLimb.pullJoint.MaxForce = 100.0f;
pullLimb.pullJoint.MaxForce = 10000.0f;
targetLimb.pullJoint.Enabled = true;
targetLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition;
targetLimb.pullJoint.MaxForce = 10000.0f;
}
}