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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@@ -47,6 +47,13 @@ namespace Subsurface
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entity.IsHighlighted = false;
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}
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public override void Deselect()
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{
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base.Deselect();
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Sounds.SoundManager.LowPassHFGain = 1.0f;
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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@@ -60,16 +67,16 @@ namespace Subsurface
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AmbientSoundManager.Update();
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//if (Game1.GameSession != null && Game1.GameSession.Level != null)
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//{
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// Vector2 targetMovement = Vector2.Zero;
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// if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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// if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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// if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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// if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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// Game1.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
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//}
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GameMain.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
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}
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if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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@@ -99,7 +106,7 @@ namespace Subsurface
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Ragdoll.UpdateAll(cam, (float)Physics.step);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine!=null)
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{
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GameMain.GameSession.Submarine.Update((float)Physics.step);
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}
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