Merge remote-tracking branch 'upstream/master' into develop
This commit is contained in:
@@ -154,7 +154,10 @@ namespace Barotrauma
|
||||
Collider.SetTransformIgnoreContacts(mainLimb.SimPosition, mainLimb.Rotation);
|
||||
//reset pull joints to prevent the character from "hanging" mid-air if pull joints had been active when the character was still moving
|
||||
//(except when dragging, then we need the pull joints)
|
||||
if (!character.CanBeDragged || character.SelectedBy == null) { ResetPullJoints(); }
|
||||
if (!Draggable || character.SelectedBy == null)
|
||||
{
|
||||
ResetPullJoints();
|
||||
}
|
||||
}
|
||||
if (character.IsDead && deathAnimTimer < deathAnimDuration)
|
||||
{
|
||||
|
||||
+4
-1
@@ -309,7 +309,10 @@ namespace Barotrauma
|
||||
Collider.SetTransformIgnoreContacts(MainLimb.SimPosition, MainLimb.Rotation);
|
||||
//reset pull joints to prevent the character from "hanging" mid-air if pull joints had been active when the character was still moving
|
||||
//(except when dragging, then we need the pull joints)
|
||||
if (!character.CanBeDragged || character.SelectedBy == null) { ResetPullJoints(); }
|
||||
if (!Draggable || character.SelectedBy == null)
|
||||
{
|
||||
ResetPullJoints();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1104,8 +1104,8 @@ namespace Barotrauma
|
||||
if (newHull?.Submarine == null && currentHull?.Submarine != null)
|
||||
{
|
||||
//don't teleport out yet if the character is going through a gap
|
||||
if (Gap.FindAdjacent(Gap.GapList.Where(g => g.Submarine == currentHull.Submarine), findPos, 150.0f) != null) { return; }
|
||||
if (Limbs.Any(l => Gap.FindAdjacent(currentHull.ConnectedGaps, l.WorldPosition, ConvertUnits.ToDisplayUnits(l.body.GetSize().Combine())) != null)) { return; }
|
||||
if (Gap.FindAdjacent(Gap.GapList.Where(g => g.Submarine == currentHull.Submarine), findPos, 150.0f, allowRoomToRoom: true) != null) { return; }
|
||||
if (Limbs.Any(l => Gap.FindAdjacent(currentHull.ConnectedGaps, l.WorldPosition, ConvertUnits.ToDisplayUnits(l.body.GetSize().Combine()), allowRoomToRoom: true) != null)) { return; }
|
||||
character.MemLocalState?.Clear();
|
||||
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user