- character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled)
- can't climb over obstacles if the contact point is above the center of the character collider - higher "obstacle climbing velocity" - limiting collider velocity when dragging another character
This commit is contained in:
@@ -1133,7 +1133,10 @@ namespace Barotrauma
|
||||
|
||||
public Vector2 GetColliderBottom()
|
||||
{
|
||||
return collider.SimPosition - Vector2.UnitY * (collider.height / 2 + collider.radius);
|
||||
float halfHeight = collider.height / 2 + collider.radius;
|
||||
|
||||
return collider.SimPosition +
|
||||
new Vector2((float)Math.Sin(collider.Rotation), -(float)Math.Cos(collider.Rotation)) * halfHeight;
|
||||
}
|
||||
|
||||
public Limb FindLowestLimb()
|
||||
|
||||
Reference in New Issue
Block a user