Stair improvements, inventory "tooltip" & condition progressbar, reactor tries to match the highest load of the connected junction boxes (instead of the sum of the loads)

This commit is contained in:
Regalis
2015-11-25 17:58:17 +02:00
parent 4b5126675c
commit f1e1b0b4f0
9 changed files with 65 additions and 187 deletions
@@ -6,8 +6,6 @@ namespace Barotrauma
{
class AnimController : Ragdoll
{
public bool IsStanding;
public enum Animation { None, Climbing, UsingConstruction, Struggle };
public Animation Anim;
@@ -32,7 +30,7 @@ namespace Barotrauma
get { return stunTimer; }
set
{
if (float.IsNaN(value) || float.IsInfinity(value)) return;
if (!MathUtils.IsValid(value)) return;
stunTimer = value;
}
}
-18
View File
@@ -573,7 +573,6 @@ namespace Barotrauma
Vector2 targetMovement = GetTargetMovement();
AnimController.TargetMovement = targetMovement;
AnimController.IsStanding = true;
AnimController.IgnorePlatforms = targetMovement.Y < 0.0f;
@@ -721,8 +720,6 @@ namespace Barotrauma
/// </summary>
public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
{
AnimController.IsStanding = true;
Limb head = AnimController.GetLimb(LimbType.Head);
Lights.LightManager.ViewPos = ConvertUnits.ToDisplayUnits(head.SimPosition);
@@ -733,19 +730,6 @@ namespace Barotrauma
{
keys[i].SetState();
}
// keys[(int)InputType.Left].SetState(GameMain.Config.KeyBind(inpu));
//keys[(int)InputType.Right].SetState(PlayerInput.KeyDown(Keys.D));
//keys[(int)InputType.Up].SetState(PlayerInput.KeyDown(Keys.W));
//keys[(int)InputType.Down].SetState(PlayerInput.KeyDown(Keys.S));
//keys[(int)InputType.Select].SetState(PlayerInput.KeyHit(Keys.E));
//keys[(int)InputType.ActionHit].SetState(PlayerInput.LeftButtonClicked());
//keys[(int)InputType.ActionHeld].SetState(PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed);
//keys[(int)InputType.SecondaryHit].SetState(PlayerInput.RightButtonClicked());
//keys[(int)InputType.SecondaryHeld].SetState(PlayerInput.GetMouseState.RightButton == ButtonState.Pressed);
//keys[(int)InputType.Run].SetState(PlayerInput.KeyDown(Keys.LeftShift));
}
else
{
@@ -1458,8 +1442,6 @@ namespace Barotrauma
return;
}
AnimController.IsStanding = true;
keys[(int)InputType.Use].Held = actionKeyState;
keys[(int)InputType.Use].SetState(false, actionKeyState);
@@ -155,7 +155,7 @@ namespace Barotrauma
default:
if (inWater)
UpdateSwimming();
else if (IsStanding)
else
UpdateStanding();
break;
+5
View File
@@ -303,6 +303,11 @@ namespace Barotrauma
}
else if (structure.StairDirection!=Direction.None && lowestLimb != null)
{
float stairPosY = structure.StairDirection == Direction.Right ?
lowestLimb.Position.X - structure.Rect.X : structure.Rect.Width - (lowestLimb.Position.X - structure.Rect.X);
if (lowestLimb.Position.Y < stairPosY) return;
if (targetMovement.Y < 0.5f)
{
if (inWater || lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)