More accurate and reliable submarine-level collisions, looping OnUse sounds bugfix, new music clips, item sprites removed from limbs when someone else loots the item, Camera.WorldView fix, checking vector.LengthSquared before normalizing to avoid creating a NaN vector
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@@ -221,7 +221,7 @@ namespace Subsurface.Items.Components
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AnimController ac = picker.AnimController;
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//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
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//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.GetInputState(InputType.SecondaryHeld), holdAngle);
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}
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@@ -111,11 +111,11 @@ namespace Subsurface.Items.Components
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Vector2 targetPosition = item.body.SimPosition;
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//targetPosition = targetPosition.X, -targetPosition.Y);
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float degreeOfSuccess = DegreeOfSuccess(character);
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float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
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if (Rand.Range(0.0f, 1.0f) > degreeOfSuccess * degreeOfSuccess)
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if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
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{
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ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
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ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
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return false;
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}
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@@ -147,7 +147,7 @@ namespace Subsurface.Items.Components
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targetStructure.HighLightSection(sectionIndex);
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targetStructure.AddDamage(sectionIndex, -structureFixAmount);
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targetStructure.AddDamage(sectionIndex, -structureFixAmount*degreeOfSuccess);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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@@ -155,7 +155,7 @@ namespace Subsurface.Items.Components
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if (nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f)
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{
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targetStructure.HighLightSection(sectionIndex + 1);
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targetStructure.AddDamage(sectionIndex + 1, -structureFixAmount);
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targetStructure.AddDamage(sectionIndex + 1, -structureFixAmount * degreeOfSuccess);
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}
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}
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@@ -163,7 +163,7 @@ namespace Subsurface.Items.Components
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{
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if (character.GetInputState(InputType.SecondaryHeld))
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{
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targetLimb.character.Health += limbFixAmount;
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targetLimb.character.Health += limbFixAmount * degreeOfSuccess;
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//isActive = true;
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}
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}
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