Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts: # Subsurface/Properties/AssemblyInfo.cs # Subsurface/Source/Characters/AI/EnemyAIController.cs # Subsurface/Source/Characters/AICharacter.cs # Subsurface/Source/Characters/Character.cs # Subsurface/Source/Items/Components/Signal/Connection.cs # Subsurface/Source/Items/Item.cs # Subsurface/Source/Map/Structure.cs # Subsurface/Source/Networking/GameClient.cs # Subsurface/Source/Networking/GameServer.cs # Subsurface/Source/Screens/NetLobbyScreen.cs
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@@ -118,10 +118,7 @@ namespace Barotrauma
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}
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if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
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float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
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//if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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Vector2 pos = host.SimPosition;
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if (character != null && currentPath.CurrentNode != null)
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@@ -159,9 +156,7 @@ namespace Barotrauma
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}
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if (currentPath.CurrentNode == null) return Vector2.Zero;
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var hull = character.AnimController.CurrentHull;
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if (character.AnimController.Anim == AnimController.Animation.Climbing)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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