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
@@ -315,11 +315,11 @@ namespace Barotrauma
{
if (hull.Submarine != submarine) continue;
waterVolume += hull.Volume;
volume += hull.FullVolume;
waterVolume += hull.WaterVolume;
volume += hull.Volume;
}
float waterPercentage = volume==0.0f ? 0.0f : waterVolume / volume;
float waterPercentage = volume <= 0.0f ? 0.0f : waterVolume / volume;
float neutralPercentage = 0.07f;