Unstable 0.1500.5.0 (almost forgor edition 💀)

This commit is contained in:
Markus Isberg
2021-10-01 23:56:14 +09:00
parent 3043a9a7bc
commit 08bdfc6cea
150 changed files with 5669 additions and 4403 deletions
@@ -679,6 +679,14 @@ namespace Barotrauma
{
clr = clr.Multiply(character.Info.SkinColor);
}
if (character.CharacterHealth.FaceTint.A > 0 && type == LimbType.Head)
{
clr = Color.Lerp(clr, character.CharacterHealth.FaceTint.Opaque(), character.CharacterHealth.FaceTint.A / 255.0f);
}
if (character.CharacterHealth.BodyTint.A > 0)
{
clr = Color.Lerp(clr, character.CharacterHealth.BodyTint.Opaque(), character.CharacterHealth.BodyTint.A / 255.0f);
}
}
Color color = new Color((byte)(clr.R * brightness), (byte)(clr.G * brightness), (byte)(clr.B * brightness), clr.A);
Color blankColor = new Color(brightness, brightness, brightness, 1);
@@ -720,6 +728,7 @@ namespace Barotrauma
}
body.UpdateDrawPosition();
float depthStep = 0.000001f;
if (!hideLimb)
{
@@ -794,7 +803,7 @@ namespace Barotrauma
}
else
{
body.Draw(spriteBatch, conditionalSprite.Sprite, color, null, Scale * TextureScale, Params.MirrorHorizontally, Params.MirrorVertically);
body.Draw(spriteBatch, conditionalSprite.Sprite, color, depth: activeSprite.Depth - (depthStep * 50), Scale * TextureScale, Params.MirrorHorizontally, Params.MirrorVertically);
}
}
}
@@ -809,7 +818,7 @@ namespace Barotrauma
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color * Math.Min(damageOverlayStrength, 1.0f), activeSprite.Origin,
-body.DrawRotation,
Scale, spriteEffect, activeSprite.Depth - 0.0000015f);
Scale, spriteEffect, activeSprite.Depth - (depthStep * 90));
}
foreach (var decorativeSprite in DecorativeSprites)
{
@@ -827,9 +836,8 @@ namespace Barotrauma
Vector2 transformedOffset = new Vector2(ca * offset.X + sa * offset.Y, -sa * offset.X + ca * offset.Y);
decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X + transformedOffset.X, -(body.DrawPosition.Y + transformedOffset.Y)), c,
-body.Rotation + rotation, decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale, spriteEffect,
depth: decorativeSprite.Sprite.Depth);
depth: activeSprite.Depth - (depthStep * 100));
}
float depthStep = 0.000001f;
float step = depthStep;
WearableSprite onlyDrawable = wearingItems.Find(w => w.HideOtherWearables);
if (Params.MirrorHorizontally)