Button&door sounds, sound looping bugfixes, positional sound bugfixes + low pass filter on distant sounds, submarine collision improvements, controller trigger bugfix, humans walk/run more slowly in water

This commit is contained in:
Regalis
2015-10-04 14:49:05 +03:00
parent 46e862216b
commit 0be4ad4f84
66 changed files with 317 additions and 222 deletions
+11 -12
View File
@@ -206,8 +206,11 @@ namespace Subsurface
public override void Update(double deltaTime)
{
if (GUIComponent.MouseOn == null) cam.MoveCamera((float)deltaTime);
cam.Zoom = MathHelper.Clamp(cam.Zoom + PlayerInput.ScrollWheelSpeed / 1000.0f, 0.1f, 2.0f);
if (GUIComponent.MouseOn == null)
{
cam.MoveCamera((float)deltaTime);
//cam.Zoom = MathHelper.Clamp(cam.Zoom + (PlayerInput.ScrollWheelSpeed / 1000.0f)*cam.Zoom, 0.1f, 2.0f);
}
if (characterMode)
{
@@ -278,12 +281,8 @@ namespace Subsurface
if (selectedTab > -1) GUItabs[selectedTab].Draw(spriteBatch);
GUI.Draw((float)deltaTime, spriteBatch, cam);
//EntityPrefab.DrawList(spriteBatch, new Vector2(20,50));
if (characterMode)
{
if (dummyCharacter != null)
@@ -312,17 +311,17 @@ namespace Subsurface
}
if (PlayerInput.GetMouseState.LeftButton != ButtonState.Pressed)
{
Inventory.draggingItem = null;
}
//if (PlayerInput.GetMouseState.LeftButton != ButtonState.Pressed)
//{
// Inventory.draggingItem = null;
//}
}
else
{
MapEntity.Edit(spriteBatch, cam);
}
GUI.Draw((float)deltaTime, spriteBatch, cam);
spriteBatch.End();