(a4e1c30c0) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-01 14:26:43 +03:00
parent 0ca4a8db06
commit e154492a05
2 changed files with 8 additions and 5 deletions

View File

@@ -631,8 +631,7 @@ namespace Barotrauma
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var previousLimb = AttackingLimb;
var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
if (newLimb != null)
{
// Attack with the new limb
@@ -680,8 +679,7 @@ namespace Barotrauma
else
{
// If the secondary cooldown is defined and expired, check if we can switch the attack
var previousLimb = AttackingLimb;
var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
if (newLimb != null)
{
// Attack with the new limb
@@ -725,6 +723,11 @@ namespace Barotrauma
// Check that we can reach the target
distance = Vector2.Distance(AttackingLimb.WorldPosition, attackWorldPos);
canAttack = distance < AttackingLimb.attack.Range;
if (!canAttack && !IsCoolDownRunning)
{
// If not, reset the attacking limb, if the cooldown is not running
AttackingLimb = null;
}
}
// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target. For example the Hammerhead steering with the claws when it should use the torso.

View File

@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
if (Math.Abs(Force) > 1.0f)
{
Vector2 currForce = new Vector2((force / 10.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
//less effective when in a bad condition
currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);