Build 0.20.0.0
This commit is contained in:
@@ -189,6 +189,15 @@ namespace Barotrauma
|
||||
[Serialize(20f, IsPropertySaveable.Yes)]
|
||||
public float RequiredAngle { get; set; }
|
||||
|
||||
[Serialize(0f, IsPropertySaveable.Yes, description: "By default uses the same value as RequiredAngle. Use if you want to allow selecting the attack but not shooting until the angle is smaller. Only affects ranged attacks."), Editable]
|
||||
public float RequiredAngleToShoot { get; set; }
|
||||
|
||||
[Serialize(0f, IsPropertySaveable.Yes, description: "How much the attack limb is rotated towards the target. Default 0 = no rotation. Only affects ranged attacks."), Editable]
|
||||
public float AimRotationTorque { get; set; }
|
||||
|
||||
[Serialize(-1, IsPropertySaveable.Yes, description: "Reference to the limb we apply the aim rotation to. By default same as the attack limb. Only affects ranged attacks."), Editable]
|
||||
public int RotationLimbIndex { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Legacy support. Use Afflictions.
|
||||
/// </summary>
|
||||
@@ -529,6 +538,12 @@ namespace Barotrauma
|
||||
effect.Apply(effectType, deltaTime, targetEntity, attacker, worldPosition);
|
||||
}
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
|
||||
{
|
||||
targets.Clear();
|
||||
targets.AddRange(attacker.Inventory.AllItems);
|
||||
effect.Apply(effectType, deltaTime, attacker, targets);
|
||||
}
|
||||
}
|
||||
|
||||
return attackResult;
|
||||
@@ -591,6 +606,12 @@ namespace Barotrauma
|
||||
{
|
||||
effect.Apply(effectType, deltaTime, targetLimb.character, attacker, worldPosition);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
|
||||
{
|
||||
targets.Clear();
|
||||
targets.AddRange(attacker.Inventory.AllItems);
|
||||
effect.Apply(effectType, deltaTime, attacker, targets);
|
||||
}
|
||||
}
|
||||
|
||||
return attackResult;
|
||||
|
||||
Reference in New Issue
Block a user