Some new items that can be crafted out of Incendium, stairs can be used while wearing a diving suit

This commit is contained in:
Regalis11
2016-01-21 16:58:46 +02:00
parent 97b3d8451c
commit f0d7d2f26d
10 changed files with 73 additions and 6 deletions

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@@ -33,6 +33,10 @@
<fabricableitem name="Fulgurium Battery Cell" requireditems="Steel Bar, Fulgurium Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name ="Incendium Grenade" requireditems="Stun Grenage, Incendium Bar" requiredtime="20"/>
<fabricableitem name ="IC-4 Block" requireditems="C-4 Block, Incendium Bar" requiredtime="20"/>
<fabricableitem name="Battery Cell" requireditems="Steel Bar, Copper Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Fuel Rod" requireditems="Steel Bar, Uranium Bar"/>

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@@ -75,7 +75,12 @@
<Body width="24" height="12"/>
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0">
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="500.0" structuredamage="2" damage="20" stun="5" force="20.0"/>
<Fire size="100.0"/>
</StatusEffect>
</Holdable>
</Item>
<Item

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@@ -18,8 +18,28 @@
</Pickable>
</Item>
<Item
name="IC-4 Block"
description="A compound made of C-4 and incendium."
category="Equipment"
Tags="smallitem,explosive"
pickdistance="150">
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
<Body width="16" height="7"/>
<Pickable slots="Any">
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="500.0" structuredamage="250" damage="300" stun="5" force="20.0"/>
<Fire size="150"/>
</StatusEffect>
</Pickable>
</Item>
<Item
name="Detonator"
description="A device that detonates any contained explosive when receiving a signal."
category="Equipment"
Tags="smallitem"
pickdistance="150"

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@@ -71,6 +71,24 @@
</Throwable>
</Item>
<Item
name="Incendium Grenade"
category="Equipment"
pickdistance="200"
tags="smallitem,weapon">
<Sprite texture="weapons.png" sourcerect="98,0,11,24"/>
<Body width="11" height="24" density="15" friction="0.8f"/>
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0" sound="Content/Items/Weapons/stungrenade.ogg">
<Explosion range="500" damage="5" stun="1" force="0.1"/>
<Fire size="100.0f"/>
</StatusEffect>
</Throwable>
</Item>
<Item
name="Stun Baton"
category="Equipment"

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@@ -630,7 +630,12 @@ namespace Barotrauma
onGround = false;
IgnorePlatforms = true;
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
Vector2 tempTargetMovement = TargetMovement;
if (TargetMovement.Y != 0.0f)
{
tempTargetMovement.Y = Math.Max(Math.Abs(TargetMovement.Y), 0.6f) * Math.Sign(TargetMovement.Y);
}
movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
Vector2 footPos, handPos;

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@@ -14,7 +14,7 @@ namespace Barotrauma
{
This = 1, Parent = 2, Character = 4, Contained = 8, Nearby = 16, UseTarget=32
}
private TargetType targetTypes;
private string[] targetNames;
@@ -33,7 +33,7 @@ namespace Barotrauma
private Explosion explosion;
public readonly bool Fire;
public readonly float FireSize;
private Sound sound;
@@ -146,7 +146,7 @@ namespace Barotrauma
explosion = new Explosion(subElement);
break;
case "fire":
Fire = true;
FireSize = ToolBox.GetAttributeFloat(subElement,"size",10.0f);
break;
case "requireditem":
case "requireditems":
@@ -215,7 +215,12 @@ namespace Barotrauma
if (explosion != null) explosion.Explode(entity.WorldPosition);
if (Fire) new FireSource(entity.WorldPosition);
if (FireSize > 0.0f)
{
var fire = new FireSource(entity.WorldPosition);
fire.Size = new Vector2(FireSize, fire.Size.Y);
}
if (sound != null) sound.Play(1.0f, 1000.0f, entity.WorldPosition);

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@@ -44,6 +44,16 @@ namespace Barotrauma
public Vector2 Size
{
get { return size; }
set
{
if (value == size) return;
Vector2 sizeChange = value - size;
size = value;
position.X -= sizeChange.X * 0.5f;
LimitSize();
}
}
public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool networkEvent=false)

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