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
@@ -356,7 +356,7 @@ namespace Barotrauma
foreach (Gap gap in Gap.GapList)
{
if (!gap.isHorizontal) continue;
if (!gap.IsHorizontal) continue;
//too small to walk through
if (gap.Rect.Height < 150.0f) continue;
@@ -381,7 +381,7 @@ namespace Barotrauma
foreach (Gap gap in Gap.GapList)
{
if (gap.isHorizontal || gap.IsRoomToRoom) continue;
if (gap.IsHorizontal || gap.IsRoomToRoom) continue;
//too small to walk through
if (gap.Rect.Width < 100.0f) continue;