Unstable 0.1500.1.0 (BaroDev edition)

This commit is contained in:
Markus Isberg
2021-09-03 21:56:31 +09:00
parent 501e02c026
commit e7b7c1a748
143 changed files with 2928 additions and 1356 deletions
@@ -181,7 +181,7 @@ namespace Barotrauma.Items.Components
if (aim)
{
hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos, aimingMelee: true);
}
else
{
@@ -356,6 +356,7 @@ namespace Barotrauma.Items.Components
if (Attack != null)
{
Attack.SetUser(User);
Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
if (targetLimb != null)
{
@@ -107,7 +107,7 @@ namespace Barotrauma.Items.Components
if (ReloadTimer < 0.0f)
{
ReloadTimer = 0.0f;
// was this an optimization or related to something else? currently disabled for charge-type weapons
// was this an optimization or related to something else? it cannot occur for charge-type weapons
//IsActive = false;
if (MaxChargeTime == 0.0f)
{
@@ -118,7 +118,7 @@ namespace Barotrauma.Items.Components
float previousChargeTime = currentChargeTime;
float chargeDeltaTime = tryingToCharge ? deltaTime : -deltaTime;
float chargeDeltaTime = tryingToCharge && ReloadTimer <= 0f ? deltaTime : -deltaTime;
currentChargeTime = Math.Clamp(currentChargeTime + chargeDeltaTime, 0f, MaxChargeTime);
tryingToCharge = false;