(400cf2cbd) Fixed highlight raster scale changing according to lightmap resolution

This commit is contained in:
Joonas Rikkonen
2019-03-29 17:27:23 +02:00
parent 45e33bca28
commit 140f1894d4
2 changed files with 5 additions and 2 deletions
@@ -453,7 +453,10 @@ namespace Barotrauma.Lights
//raster pattern on top of everything
spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap);
spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), Color.White * 0.5f);
spriteBatch.Draw(highlightRaster,
new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
Color.White * 0.5f);
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
@@ -418,7 +418,7 @@ namespace Barotrauma
}
}
}
else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
else
{
movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
if (reverse)