(0835d92e6) More reliable throw StatusEffect (= grenade explosion) syncing. Previously the clients would simply apply the statuseffects themselves when a client throws something, which most of the time didn't work because character inputs are sent unreliably and the item may have already been taken out from the character's inventory by a reliable NetEntityEvent by the time the throw input arrives.
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@@ -104,8 +104,8 @@ namespace Barotrauma.Items.Components
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#if SERVER
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GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
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#endif
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item.Drop(picker, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
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Character thrower = picker;
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item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
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item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
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ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
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@@ -115,7 +115,15 @@ namespace Barotrauma.Items.Components
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item.body.AngularVelocity = rightHand.body.AngularVelocity;
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throwPos = 0;
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throwDone = true;
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ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, picker); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnSecondaryUse, this, thrower.ID });
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}
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, thrower); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
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}
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throwing = false;
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}
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}
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