v0.11.0.9
This commit is contained in:
@@ -407,8 +407,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (CurrentSwimParams == null) { return; }
|
||||
movement = TargetMovement;
|
||||
|
||||
if (movement.LengthSquared() > 0.00001f)
|
||||
bool isMoving = movement.LengthSquared() > 0.00001f;
|
||||
if (isMoving)
|
||||
{
|
||||
float t = 0.5f;
|
||||
if (CurrentSwimParams.RotateTowardsMovement && VectorExtensions.Angle(VectorExtensions.Forward(Collider.Rotation + MathHelper.PiOver2), movement) > MathHelper.PiOver2)
|
||||
@@ -425,7 +425,7 @@ namespace Barotrauma
|
||||
mainLimb.PullJointEnabled = true;
|
||||
//mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||
|
||||
if (movement.LengthSquared() < 0.00001f)
|
||||
if (!isMoving)
|
||||
{
|
||||
WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
|
||||
mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||
@@ -625,7 +625,8 @@ namespace Barotrauma
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (Math.Abs(limb.Params.ConstantTorque) > 0)
|
||||
{
|
||||
limb.body.SmoothRotate(MainLimb.Rotation + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Mass * limb.Params.ConstantTorque, wrapAngle: true);
|
||||
float movementFactor = Math.Max(character.AnimController.Collider.LinearVelocity.Length() * 0.5f, 1);
|
||||
limb.body.SmoothRotate(MainLimb.Rotation + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Mass * limb.Params.ConstantTorque * movementFactor, wrapAngle: true);
|
||||
}
|
||||
if (limb.Params.BlinkFrequency > 0)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user