v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -20,6 +20,8 @@ namespace Barotrauma
{
if (damage <= 0.0f) { return; }
Vector2 particlePos = worldPosition;
Vector2 particleDir = particlePos - WorldPosition;
if (particleDir.LengthSquared() > 0.0001f) { particleDir = Vector2.Normalize(particleDir); }
if (!Cells.Any(c => c.IsPointInside(particlePos)))
{
bool intersectionFound = false;
@@ -31,6 +33,7 @@ namespace Barotrauma
{
intersectionFound = true;
particlePos = intersection;
particleDir = edge.GetNormal(cell);
break;
}
}
@@ -38,14 +41,15 @@ namespace Barotrauma
}
}
Vector2 particleDir = particlePos - WorldPosition;
if (particleDir.LengthSquared() > 0.0001f) { particleDir = Vector2.Normalize(particleDir); }
int particleAmount = MathHelper.Clamp((int)damage, 1, 10);
for (int i = 0; i < particleAmount; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("iceshards",
var particle = GameMain.ParticleManager.CreateParticle("iceexplosionsmall",
particlePos + Rand.Vector(5.0f),
particleDir * Rand.Range(200.0f, 500.0f) + Rand.Vector(100.0f));
particleDir * Rand.Range(30.0f, 500.0f) + Rand.Vector(20.0f));
GameMain.ParticleManager.CreateParticle("iceshards",
particlePos + Rand.Vector(5.0f),
particleDir * Rand.Range(100.0f, 500.0f) + Rand.Vector(100.0f));
}
}