- 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:
Regalis
2016-11-06 18:56:03 +02:00
parent 92985f3ed9
commit de3966ae95
3 changed files with 38 additions and 12 deletions
@@ -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()