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:
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user