WIP CrashReporter, misc refactoring

This commit is contained in:
Regalis
2015-09-19 15:14:47 +03:00
parent 16bf562837
commit f6966f06c3
86 changed files with 1616 additions and 631 deletions
@@ -23,12 +23,12 @@ namespace Subsurface
public Vector2 Position
{
get { return Character.AnimController.limbs[0].SimPosition; }
get { return Character.AnimController.Limbs[0].SimPosition; }
}
public Vector2 Velocity
{
get { return Character.AnimController.limbs[0].LinearVelocity; }
get { return Character.AnimController.Limbs[0].LinearVelocity; }
}
public AiState State
@@ -145,7 +145,7 @@ namespace Subsurface
private void UpdateDistanceAccumulator()
{
Limb limb = Character.AnimController.limbs[0];
Limb limb = Character.AnimController.Limbs[0];
distanceAccumulator += (limb.SimPosition - prevPosition).Length();
prevPosition = limb.body.SimPosition;
@@ -187,7 +187,7 @@ namespace Subsurface
//check if any of the limbs is close enough to attack the target
if (attackingLimb == null)
{
foreach (Limb limb in Character.AnimController.limbs)
foreach (Limb limb in Character.AnimController.Limbs)
{
if (limb.attack==null || limb.attack.Type == AttackType.None) continue;
if (Vector2.Distance(limb.SimPosition, attackPosition) > limb.attack.Range) continue;
@@ -210,7 +210,7 @@ namespace Subsurface
//System.Diagnostics.Debug.WriteLine("cooldown");
if (selectedAiTarget.Entity is Hull ||
Vector2.Distance(attackPosition, Character.AnimController.limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
Vector2.Distance(attackPosition, Character.AnimController.Limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
{
steeringManager.SteeringSeek(attackPosition, -0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
@@ -226,7 +226,7 @@ namespace Subsurface
{
targetEntity = null;
//check if there's a wall between the target and the character
Vector2 rayStart = Character.AnimController.limbs[0].SimPosition;
Vector2 rayStart = Character.AnimController.Limbs[0].SimPosition;
Vector2 rayEnd = selectedAiTarget.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
@@ -372,7 +372,7 @@ namespace Subsurface
}
dist = Vector2.Distance(
character.AnimController.limbs[0].SimPosition,
character.AnimController.Limbs[0].SimPosition,
target.Position);
dist = ConvertUnits.ToDisplayUnits(dist);
@@ -383,7 +383,7 @@ namespace Subsurface
if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
{
Vector2 rayStart = character.AnimController.limbs[0].SimPosition;
Vector2 rayStart = character.AnimController.Limbs[0].SimPosition;
Vector2 rayEnd = target.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);