Item UI replacements, fabricator bugfix, randomly spawning artifacts, AI can fix leaks, LimbAttacks do damage once (not each frame for the duration of the attack)
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@@ -429,13 +429,13 @@ namespace Barotrauma
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
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if (limb.AnimTargetPos == Vector2.Zero) continue;
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//if (limb.AnimTargetPos == Vector2.Zero) continue;
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Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
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pos2.Y = -pos2.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
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//Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
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//pos2.Y = -pos2.Y;
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//GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
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GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
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//GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
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}
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}
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@@ -456,7 +456,7 @@ namespace Barotrauma
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
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GUI.DrawLine(spriteBatch, pos, new Vector2(limb.Position.X, -limb.Position.Y), limb==RefLimb ? Color.Orange : Color.Cyan);
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GUI.DrawLine(spriteBatch, pos, new Vector2(limb.Position.X, -limb.Position.Y), limb == RefLimb ? Color.Orange : Color.Cyan);
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}
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}
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