Explosions now use Character.Controlled.WorldPosition to determine camera shake

This commit is contained in:
juanjp600
2018-09-19 14:57:22 -03:00
parent a7515cc400
commit e578cbc077
2 changed files with 7 additions and 6 deletions
@@ -63,9 +63,10 @@ namespace Barotrauma
float displayRange = attack.Range;
if (displayRange < 0.1f) return;
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition) / 2.0f;
Vector2 cameraPos = Character.Controlled != null ? Character.Controlled.WorldPosition : GameMain.GameScreen.Cam.Position;
float cameraDist = Vector2.Distance(cameraPos, worldPosition) / 2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f);
if (attack.GetStructureDamage(1.0f) > 0.0f)
{
RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f));