Fixed wearable sprite colors being calculated wrong. Closes #607

This commit is contained in:
Joonas Rikkonen
2018-08-08 11:10:48 +03:00
parent c34b2361dc
commit 0a84d989a8
@@ -197,7 +197,7 @@ namespace Barotrauma
Color wearableColor = wearable.WearableComponent.Item.GetSpriteColor();
wearable.Sprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
new Color((color.R * wearableColor.R) / 255.0f, (color.G * wearableColor.G) / 255.0f, (color.B * wearableColor.B) / 255.0f, (color.A * wearableColor.A) / 255.0f),
new Color((color.R * wearableColor.R) / 255.0f, (color.G * wearableColor.G) / 255.0f, (color.B * wearableColor.B) / 255.0f) * ((color.A * wearableColor.A) / 255.0f),
origin, -body.DrawRotation,
Scale, spriteEffect, depth);
}