v5.1.3: the upper border of the level is one continuous body instead of two separate bodies at the entrance and exit

This commit is contained in:
Regalis
2016-09-07 15:18:01 +03:00
parent e61e40547b
commit d884f23a72
6 changed files with 34 additions and 34 deletions
@@ -232,7 +232,7 @@ namespace Barotrauma.Networking
{
updateReturnTimer = 0.0f;
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
shuttleSteering.AutoPilot = true;
shuttleSteering.MaintainPos = false;
@@ -302,7 +302,7 @@ namespace Barotrauma.Networking
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
{
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
{
@@ -313,7 +313,7 @@ namespace Barotrauma.Networking
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
}
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
yield return CoroutineStatus.Success;
}
@@ -378,7 +378,7 @@ namespace Barotrauma.Networking
respawnShuttle.Velocity = Vector2.Zero;
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
}