Unstable 0.1400.2.0 (a mimir edition)

This commit is contained in:
Markus Isberg
2021-05-28 19:04:09 +03:00
parent 5bc850cddb
commit 0b3fb5e440
126 changed files with 1623 additions and 787 deletions
@@ -15,8 +15,8 @@ namespace Barotrauma.Items.Components
partial class Turret : Powered, IDrawableComponent, IServerSerializable
{
private Sprite barrelSprite, railSprite;
private List<Tuple<Sprite, Vector2>> chargeSprites = new List<Tuple<Sprite, Vector2>>();
private List<Sprite> spinningBarrelSprites = new List<Sprite>();
private readonly List<(Sprite sprite, Vector2 position)> chargeSprites = new List<(Sprite sprite, Vector2 position)>();
private readonly List<Sprite> spinningBarrelSprites = new List<Sprite>();
private Vector2 barrelPos;
private Vector2 transformedBarrelPos;
@@ -290,7 +290,7 @@ namespace Barotrauma.Items.Components
railSprite = new Sprite(subElement);
break;
case "chargesprite":
chargeSprites.Add(new Tuple<Sprite, Vector2>(new Sprite(subElement), subElement.GetAttributeVector2("chargetarget", Vector2.Zero)));
chargeSprites.Add((new Sprite(subElement), subElement.GetAttributeVector2("chargetarget", Vector2.Zero)));
break;
case "spinningbarrelsprite":
int spriteCount = subElement.GetAttributeInt("spriteamount", 1);
@@ -1283,7 +1283,6 @@ namespace Barotrauma.Items.Components
private Vector2 GetRelativeFiringPosition(bool useOffset = true)
{
// i don't feel great about this method, should be evaluated again
Vector2 transformedFiringOffset = Vector2.Zero;
if (useOffset)
{