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

This commit is contained in:
Regalis
2015-09-04 21:56:39 +03:00
parent 2f08dcf3f9
commit 0cbcdd0b03
35 changed files with 393 additions and 262 deletions

View File

@@ -51,13 +51,20 @@ namespace Subsurface
public void Explode(Vector2 simPosition)
{
Game1.ParticleManager.CreateParticle("shockwave", simPosition,
Vector2.Zero, 0.0f);
for (int i = 0; i < range * 10; i++)
{
Game1.ParticleManager.CreateParticle("explosionfire", simPosition,
Rand.Vector(Rand.Range(3.0f, 4.0f)), 0.0f);
Game1.ParticleManager.CreateParticle("spark", simPosition,
Rand.Vector(Rand.Range(5.0f, 8.0f)), 0.0f);
Game1.ParticleManager.CreateParticle("explosionfire", simPosition + Rand.Vector(0.5f),
Rand.Vector(Rand.Range(0.5f, 1.0f)), 0.0f);
}
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
float displayRange = ConvertUnits.ToDisplayUnits(range);
@@ -127,7 +134,7 @@ namespace Subsurface
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
light.Range = startRange * currBrightness;
currBrightness -= 0.1f;
currBrightness -= 0.05f;
yield return CoroutineStatus.Running;
}