diff --git a/Subsurface/Content/InfoTexts.xml b/Subsurface/Content/InfoTexts.xml
index 8f2fd415c..f5eb2b35b 100644
--- a/Subsurface/Content/InfoTexts.xml
+++ b/Subsurface/Content/InfoTexts.xml
@@ -21,7 +21,7 @@
You have been crushed by water pressure.
You have burned to death.
The parasite has taken over your body.
- You have been disconnected from the server.
+ You were disconnected from the server.
Your throat feels sore
Your feel feverish
diff --git a/Subsurface/Source/Characters/Character.cs b/Subsurface/Source/Characters/Character.cs
index d3bda6ace..dd1352681 100644
--- a/Subsurface/Source/Characters/Character.cs
+++ b/Subsurface/Source/Characters/Character.cs
@@ -159,11 +159,10 @@ namespace Barotrauma
public Entity ViewTarget
{
get;
- private set;
+ set;
}
private CharacterInfo info;
-
public CharacterInfo Info
{
get
@@ -834,6 +833,7 @@ namespace Barotrauma
public void Control(float deltaTime, Camera cam)
{
+ ViewTarget = null;
if (!AllowInput) return;
Vector2 targetMovement = GetTargetMovement();
@@ -1326,7 +1326,7 @@ namespace Barotrauma
if (GameMain.Client!=null && this==Controlled && !isSynced) return;
if (!Enabled) return;
-
+
PreviousHull = CurrentHull;
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull, true);
//if (PreviousHull != CurrentHull && Character.Controlled == this) Hull.DetectItemVisibility(this); //WIP item culling
@@ -1369,8 +1369,9 @@ namespace Barotrauma
dequeuedInput = memInput[memInput.Count - 1].states;
- double aimAngle = ((double)memInput[memInput.Count - 1].intAim/65535.0)*2.0*Math.PI;
- cursorPosition = AnimController.Collider.Position+new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle))*60.0f;
+ double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI;
+ cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
+ + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
closestItem = Entity.FindEntityByID(memInput[memInput.Count - 1].interact) as Item;
memInput.RemoveAt(memInput.Count - 1);
@@ -1406,7 +1407,7 @@ namespace Barotrauma
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
- Vector2 relativeCursorPos = cursorPosition - AnimController.Collider.Position;
+ Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position);
relativeCursorPos.Normalize();
UInt16 intAngle = (UInt16)(65535.0*Math.Atan2(relativeCursorPos.Y,relativeCursorPos.X)/(2.0*Math.PI));
@@ -1915,6 +1916,9 @@ namespace Barotrauma
GameMain.LightManager.LosEnabled = false;
controlled = null;
}
+
+ if (GameMain.Server != null)
+ GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
}
AnimController.Frozen = false;
@@ -1926,7 +1930,7 @@ namespace Barotrauma
PlaySound(CharacterSound.SoundType.Die);
isDead = true;
-
+
this.causeOfDeath = causeOfDeath;
AnimController.movement = Vector2.Zero;
AnimController.TargetMovement = Vector2.Zero;
@@ -2174,7 +2178,7 @@ namespace Barotrauma
if (aiming)
{
- Vector2 relativeCursorPos = cursorPosition - AnimController.Collider.Position;
+ Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position);
tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
}
@@ -2247,7 +2251,8 @@ namespace Barotrauma
if (aimInput)
{
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
- cursorPosition = AnimController.Collider.Position + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
+ cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
+ + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
TransformCursorPos();
}
diff --git a/Subsurface/Source/Items/Components/Machines/Controller.cs b/Subsurface/Source/Items/Components/Machines/Controller.cs
index 65a7530b0..a1e64b6d9 100644
--- a/Subsurface/Source/Items/Components/Machines/Controller.cs
+++ b/Subsurface/Source/Items/Components/Machines/Controller.cs
@@ -198,6 +198,7 @@ namespace Barotrauma.Items.Components
return;
}
+ character.ViewTarget = focusTarget;
if (character == Character.Controlled && cam != null)
{
Lights.LightManager.ViewTarget = focusTarget;