Changes to collider behavior

The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
This commit is contained in:
juanjp600
2016-11-16 21:30:49 -03:00
parent 5922fc972d
commit fac0c850a5
10 changed files with 287 additions and 147 deletions

View File

@@ -215,6 +215,17 @@ namespace Barotrauma
endShiftButton.Draw(spriteBatch);
}
public override void AddToGUIUpdateList()
{
if (!isRunning) return;
base.AddToGUIUpdateList();
CrewManager.AddToGUIUpdateList();
endShiftButton.AddToGUIUpdateList();
}
public override void Update(float deltaTime)
{
if (!isRunning) return;
@@ -357,7 +368,7 @@ namespace Barotrauma
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
CoroutineManager.StartCoroutine(EndCinematic(cinematic));
CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
return true;
}

View File

@@ -364,7 +364,9 @@ namespace Barotrauma
{
if (gameMode != null) gameMode.AddToGUIUpdateList();
if (infoFrame != null) infoButton.AddToGUIUpdateList();
infoButton.AddToGUIUpdateList();
if (infoFrame != null) infoFrame.AddToGUIUpdateList();
}
public void Update(float deltaTime)