Husk improvements, option for admin to talk to dead players, spectators or one specific player, entitygrid bugfix
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@@ -43,6 +43,9 @@ namespace Barotrauma
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stepSize = ToolBox.GetAttributeVector2(element, "stepsize", Vector2.One);
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stepSize = ConvertUnits.ToSimUnits(stepSize);
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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//stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.One);
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//stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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@@ -31,9 +31,6 @@ namespace Barotrauma
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flip = ToolBox.GetAttributeBool(element, "flip", false);
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
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if (float.IsNaN(footRot))
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{
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@@ -241,7 +241,7 @@ namespace Barotrauma
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float footMid = waist.SimPosition.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
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movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
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movement = MathUtils.SmoothStep(movement, TargetMovement*walkSpeed, movementLerp);
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movement.Y = 0.0f;
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for (int i = 0; i < 2; i++)
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@@ -502,7 +502,7 @@ namespace Barotrauma
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if (TargetMovement == Vector2.Zero) return;
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
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movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 0.3f);
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//dont try to move upwards if head is already out of water
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if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
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