diff --git a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs index bed626321..a2c3e861b 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs @@ -211,7 +211,7 @@ namespace Barotrauma { if (Character.Controlled == null || Character.Controlled.SelectedCharacter == null) return false; - character.AnimController.GrabLimb = character.AnimController.GrabLimb == LimbType.None ? LimbType.Torso : LimbType.None; + Character.Controlled.AnimController.GrabLimb = Character.Controlled.AnimController.GrabLimb == LimbType.None ? LimbType.Torso : LimbType.None; foreach (Limb limb in Character.Controlled.SelectedCharacter.AnimController.Limbs) { @@ -223,7 +223,7 @@ namespace Barotrauma GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Control }); } - grabHoldButton.Text = "Grabbing: " + (character.AnimController.GrabLimb == LimbType.Torso ? "Torso" : "Hands"); + grabHoldButton.Text = "Grabbing: " + (Character.Controlled.AnimController.GrabLimb == LimbType.Torso ? "Torso" : "Hands"); return true; }; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index a6035ccf5..c6ae2591e 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -1499,7 +1499,7 @@ namespace Barotrauma //Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us! if (IsForceRagdolled) IsRagdolled = IsForceRagdolled; - else if (GameMain.Server != null && GameMain.Server.AllowRagdollButton && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll + else if ((GameMain.Server == null || GameMain.Server.AllowRagdollButton) && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves if (IsRagdolled)