Fixed particles in water being drawn under ruin structures (making it seem like plasma cutters aren't working), fixed all structures having the default health of 100 because of mismatching parameter name (Health vs MaxHealth)

This commit is contained in:
Joonas Rikkonen
2017-12-05 22:30:24 +02:00
parent fd09cb4ef5
commit 0b603ba10b
4 changed files with 40 additions and 62 deletions
@@ -106,7 +106,7 @@ namespace Barotrauma
public float Health
{
get { return prefab.MaxHealth; }
get { return prefab.Health; }
}
public override bool DrawBelowWater
@@ -535,7 +535,7 @@ namespace Barotrauma
{
if (sectionIndex < 0 || sectionIndex >= sections.Length) return false;
return (sections[sectionIndex].damage>=prefab.MaxHealth);
return (sections[sectionIndex].damage>=prefab.Health);
}
/// <summary>
@@ -545,7 +545,7 @@ namespace Barotrauma
{
if (sectionIndex < 0 || sectionIndex >= sections.Length) return false;
return (sections[sectionIndex].damage >= prefab.MaxHealth*0.5f);
return (sections[sectionIndex].damage >= prefab.Health*0.5f);
}
public int SectionLength(int sectionIndex)
@@ -686,7 +686,7 @@ namespace Barotrauma
}
AdjustKarma(attacker, damageDiff);
if (damage < prefab.MaxHealth*0.5f)
if (damage < prefab.Health*0.5f)
{
if (sections[sectionIndex].gap != null)
{
@@ -715,11 +715,11 @@ namespace Barotrauma
#endif
}
sections[sectionIndex].gap.Open = (damage / prefab.MaxHealth - 0.5f) * 2.0f;
sections[sectionIndex].gap.Open = (damage / prefab.Health - 0.5f) * 2.0f;
}
bool hadHole = SectionBodyDisabled(sectionIndex);
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.MaxHealth);
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.Health);
bool hasHole = SectionBodyDisabled(sectionIndex);