Merge branch 'dev' of https://github.com/Regalis11/Barotrauma.git into unstable-tests

This commit is contained in:
Evil Factory
2022-04-08 15:28:28 -03:00
20 changed files with 156 additions and 145 deletions
@@ -1784,7 +1784,7 @@ namespace Barotrauma
AnimController.Anim != AnimController.Animation.UsingConstruction &&
AnimController.Anim != AnimController.Animation.CPR &&
(GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient || Controlled == this) &&
(AnimController.OnGround && !AnimController.InWater || IsKeyDown(InputType.Aim) && HeldItems.None(i => i.RequireAimToUse)))
AnimController.OnGround && !AnimController.InWater)
{
if (dontFollowCursor)
{
@@ -1794,30 +1794,13 @@ namespace Barotrauma
{
// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
float followMargin = 40;
Vector2 diff = CursorPosition - AnimController.Collider.Position;
if (InWater)
if (CursorPosition.X < AnimController.Collider.Position.X - followMargin)
{
followMargin = 80;
diff = Vector2.Transform(diff, Matrix.CreateRotationZ(-AnimController.Collider.Rotation));
if (diff.X < followMargin)
{
AnimController.TargetDir = Direction.Left;
}
else if (diff.X > followMargin)
{
AnimController.TargetDir = Direction.Right;
}
AnimController.TargetDir = Direction.Left;
}
else
else if (CursorPosition.X > AnimController.Collider.Position.X + followMargin)
{
if (CursorPosition.X < AnimController.Collider.Position.X - followMargin)
{
AnimController.TargetDir = Direction.Left;
}
else if (CursorPosition.X > AnimController.Collider.Position.X + followMargin)
{
AnimController.TargetDir = Direction.Right;
}
AnimController.TargetDir = Direction.Right;
}
}
}