Water flow logic tweaking:

- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
This commit is contained in:
Joonas Rikkonen
2017-10-10 00:34:54 +03:00
parent c444186426
commit f46dc5da28
26 changed files with 190 additions and 203 deletions
@@ -137,7 +137,7 @@ namespace Barotrauma
if (currentHull == null) return true;
//there's lots of water in the room -> get a suit
if (currentHull.Volume / currentHull.FullVolume > 0.5f) return true;
if (currentHull.WaterVolume / currentHull.Volume > 0.5f) return true;
if (currentHull.OxygenPercentage < 30.0f) return true;
@@ -185,7 +185,7 @@ namespace Barotrauma
{
if (hull == null) return 0.0f;
float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;
float fireAmount = 0.0f;
var nearbyHulls = hull.GetConnectedHulls(3);