From 0a84d989a837834140e2287ea9f8c46199709f57 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Wed, 8 Aug 2018 11:10:48 +0300 Subject: [PATCH] Fixed wearable sprite colors being calculated wrong. Closes #607 --- Barotrauma/BarotraumaClient/Source/Characters/Limb.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Limb.cs b/Barotrauma/BarotraumaClient/Source/Characters/Limb.cs index 274d8f309..b58997d46 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/Limb.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/Limb.cs @@ -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); }