- crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care) - fixed LightSprite being drawn on LightComponents even if the item is inside an inventory - characters extend their arm more when placing signal items
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@@ -10,7 +10,7 @@ namespace Barotrauma.Items.Components
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{
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class RepairTool : ItemComponent
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{
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private List<string> fixableEntities;
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private readonly List<string> fixableEntities;
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private float range;
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@@ -80,13 +80,6 @@ namespace Barotrauma.Items.Components
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{
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this.item = item;
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//range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
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//range = ConvertUnits.ToSimUnits(range);
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//structureFixAmount = ToolBox.GetAttributeFloat(element, "structurefixamount", 1.0f);
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//limbFixAmount = ToolBox.GetAttributeFloat(element, "limbfixamount", -0.5f);
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fixableEntities = new List<string>();
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foreach (XElement subElement in element.Elements())
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{
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@@ -194,23 +187,13 @@ namespace Barotrauma.Items.Components
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}
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else if ((targetItem = (targetBody.UserData as Item)) != null)
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{
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//targetItem.Condition -= structureFixAmount;
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targetItem.IsHighlighted = true;
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foreach (StatusEffect effect in statusEffects)
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{
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//if (Array.IndexOf(effect.TargetNames, targetItem.Name) == -1) continue;
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effect.Apply(ActionType.OnUse, deltaTime, item, targetItem.AllPropertyObjects);
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//targetItem.ApplyStatusEffect(effect, ActionType.OnUse, deltaTime);
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}
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//ApplyStatusEffects(ActionType.OnUse, 1.0f, null, targ);
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}
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//if (Character.SecondaryKeyDown.State)
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//{
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// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
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// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
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// //isActive = true;
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//}
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return true;
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}
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@@ -150,9 +150,9 @@ namespace Barotrauma.Items.Components
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
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{
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if (light.LightSprite != null)
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if (light.LightSprite != null && (item.body==null || item.body.Enabled))
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{
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light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness);
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light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness, 0.0f, 1.0f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, item.Sprite.Depth-0.0001f);
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}
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}
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