- 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
This commit is contained in:
Regalis
2016-03-20 20:15:47 +02:00
parent fc8b30c974
commit 0dbfb54b5f
11 changed files with 160 additions and 83 deletions
@@ -150,9 +150,9 @@ namespace Barotrauma.Items.Components
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
{
if (light.LightSprite != null)
if (light.LightSprite != null && (item.body==null || item.body.Enabled))
{
light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness);
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);
}
}