v0.5.4.1 + regenerated waypoints in vanilla subs & FishAnim tweaking

This commit is contained in:
Regalis
2016-12-04 19:21:17 +02:00
parent 8cd04afb80
commit d95acec6a2
6 changed files with 30 additions and 5 deletions

View File

@@ -205,15 +205,15 @@ namespace Barotrauma
if (Limbs[i].SteerForce <= 0.0f) continue;
Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
if (Limbs[i] == MainLimb) continue;
/*if (Limbs[i] == MainLimb) continue;
float dist = (MainLimb.SimPosition - Limbs[i].SimPosition).Length();
Vector2 limbPos = MainLimb.SimPosition - Vector2.Normalize(movement) * dist;
Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);*/
}
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, 0.5f);