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
@@ -1141,8 +1141,10 @@ namespace Barotrauma
float distanceMultiplier = 1;
if (g.ConnectedDoor != null && !g.ConnectedDoor.IsBroken)
{
//gap blocked if the door is not open or the predicted state is not open
if ((g.ConnectedDoor.IsClosed && !g.ConnectedDoor.IsBroken) || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
//gap blocked if the door is closed, and we haven't made any predictions of it opening client-side
if ((g.ConnectedDoor.IsClosed && !g.ConnectedDoor.PredictedState.HasValue) ||
//OR we've predicted that the door is closed client-side
(g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
{
if (g.ConnectedDoor.OpenState < 0.1f)
{