Collider-controlled swimming, fixes

This commit is contained in:
Regalis
2016-10-16 20:07:34 +03:00
parent db8c2b9f8e
commit f3e74a6a41
14 changed files with 243 additions and 226 deletions
@@ -71,23 +71,18 @@ namespace Barotrauma.Items.Components
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
if (item.body.Enabled && false)
foreach (Limb limb in character.AnimController.Limbs)
{
item.body.ApplyForce(propulsion);
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
limb.body.ApplyForce(propulsion);
}
else
{
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
limb.body.ApplyForce(propulsion);
}
character.AnimController.Collider.ApplyForce(propulsion);
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
}
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
if (!string.IsNullOrWhiteSpace(particles))
{