Husk infections, manually attacking when controlling a creature

This commit is contained in:
Regalis
2016-08-26 20:52:44 +03:00
parent 3d2d06d2e5
commit e2885a912d
19 changed files with 586 additions and 84 deletions
@@ -30,8 +30,8 @@ namespace Barotrauma
protected float strongestImpact;
float headPosition, headAngle;
float torsoPosition, torsoAngle;
public float headPosition, headAngle;
public float torsoPosition, torsoAngle;
protected double onFloorTimer;
@@ -231,8 +231,7 @@ namespace Barotrauma
byte ID = Convert.ToByte(subElement.Attribute("id").Value);
Limb limb = new Limb(character, subElement, scale);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Limbs[ID] = limb;
@@ -240,38 +239,7 @@ namespace Barotrauma
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
break;
case "joint":
Byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
Byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero) * scale;
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
joint.CollideConnected = false;
if (subElement.Attribute("lowerlimit")!=null)
{
joint.LimitEnabled = true;
joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
}
joint.MotorEnabled = true;
joint.MaxMotorTorque = 0.25f;
GameMain.World.AddJoint(joint);
for (int i = 0; i < limbJoints.Length; i++ )
{
if (limbJoints[i] != null) continue;
limbJoints[i] = joint;
break;
}
AddJoint(subElement, scale);
break;
}
@@ -308,6 +276,58 @@ namespace Barotrauma
FindLowestLimb();
}
public void AddJoint(XElement subElement, float scale = 1.0f)
{
byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero) * scale;
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
joint.CollideConnected = false;
if (subElement.Attribute("lowerlimit") != null)
{
joint.LimitEnabled = true;
joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
}
joint.MotorEnabled = true;
joint.MaxMotorTorque = 0.25f;
GameMain.World.AddJoint(joint);
for (int i = 0; i < limbJoints.Length; i++)
{
if (limbJoints[i] != null) continue;
limbJoints[i] = joint;
return;
}
Array.Resize(ref limbJoints, limbJoints.Length + 1);
limbJoints[limbJoints.Length - 1] = joint;
}
public void AddLimb(Limb limb)
{
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Array.Resize(ref Limbs, Limbs.Length + 1);
Limbs[Limbs.Length-1] = limb;
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
}
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
{