- Some changes to item floating logic (lift is also applied to items outside the sub, forcefactor is clamped to 1 if the item is fully submerged)
45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
|
|
namespace Barotrauma.Networking
|
|
{
|
|
static class NetConfig
|
|
{
|
|
public const int DefaultPort = 14242;
|
|
|
|
//UpdateEntity networkevents aren't sent to clients if they're further than this from the entity
|
|
public const float UpdateEntityDistance = 2500.0f;
|
|
|
|
public const int MaxPlayers = 16;
|
|
|
|
public static string MasterServerUrl = GameMain.Config.MasterServerUrl;
|
|
|
|
//if a Character is further than this from the sub, the server will ignore it
|
|
//(in sim units)
|
|
public const float CharacterIgnoreDistance = 300.0f;
|
|
|
|
//if a ragdoll is further than this from the correct position, teleport it there
|
|
//(in sim units)
|
|
public const float ResetRagdollDistance = 2.0f;
|
|
|
|
//if the ragdoll is closer than this, don't try to correct its position
|
|
public const float AllowedRagdollDistance = 0.1f;
|
|
|
|
//how much the physics body of an item has to move until the server
|
|
//send a position update to clients (in sim units)
|
|
public const float ItemPosUpdateDistance = 2.0f;
|
|
|
|
public const float LargeCharacterUpdateInterval = 5.0f;
|
|
|
|
public const float DeleteDisconnectedTime = 10.0f;
|
|
|
|
public const float IdSendInterval = 0.2f;
|
|
public const float RerequestInterval = 0.2f;
|
|
|
|
public const int ReliableMessageBufferSize = 500;
|
|
public const int ResendAttempts = 10;
|
|
}
|
|
}
|