Turret rotation fix, CharacterInventory networking bugfixes, prevent limbs clipping with other colliders when mirroring, fixed mantis animations, better looking explosions, spark effect when overvoltage breaks an item
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@@ -367,13 +367,13 @@ namespace Subsurface
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{
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infoBox = CreateInfoFrame("The diving mask will let you breathe underwater, but it won't protect from the water pressure outside the sub. "+
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"It should be fine for the situation at hand, but you still need to find an oxygen tank and drag it into the same slot as the mask." +
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"You should grab one or two.");
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"You should grab one or two from one of the cabinets.");
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}
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else if (HasItem("Diving Suit"))
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{
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infoBox = CreateInfoFrame("In addition to letting you breathe underwater, the suit will protect you from the water pressure outside the sub " +
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"(unlike the diving mask). However, you still need to drag an oxygen tank into the same slot as the suit to supply oxygen. "+
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"You should grab one or two.");
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"(unlike the diving mask). However, you still need to drag an oxygen tank into the same slot as the suit to supply oxygen. "+
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"You should grab one or two from one of the cabinets.");
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}
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while (!HasItem("Oxygen Tank"))
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@@ -431,7 +431,8 @@ namespace Subsurface
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yield return CoroutineStatus.Running;
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}
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infoBox = CreateInfoFrame("Use the right mouse button to aim and left to shoot.");
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infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, "
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+"press the left mouse button.");
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while (!moloch.IsDead)
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{
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@@ -510,6 +511,7 @@ namespace Subsurface
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float secondsLeft = endPreviewLength;
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Character.Controlled = null;
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Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
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do
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{
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