waypoint selection bug, unequipped captain uniform sprites, repairtool sounds & particle tweaking, wire overlap bug, connectionpanel loading bug, looting dead crew members

This commit is contained in:
Regalis
2015-08-04 20:11:59 +03:00
parent 9149408b36
commit 048eb5713f
24 changed files with 154 additions and 71 deletions
@@ -274,12 +274,12 @@ namespace Subsurface.Items.Components
for (int i = 1; i < Nodes.Count; i++)
{
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], i, item.Color);
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], item.Color);
}
if (isActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, Nodes.Count, item.Color * 0.5f);
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, item.Color * 0.5f);
//nodes.Add(newNodePos);
}
@@ -333,7 +333,7 @@ selectedNodeIndex = null;
}
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i, Color color)
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color)
{
start.Y = -start.Y;
end.Y = -end.Y;
@@ -344,7 +344,7 @@ selectedNodeIndex = null;
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, 0.3f),
SpriteEffects.None,
wireSprite.Depth + 0.1f + i * 0.00001f);
wireSprite.Depth + ((item.ID % 100) * 0.00001f));
}
public override XElement Save(XElement parentElement)