diff --git a/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs b/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs index c61e3821d..f8d12f957 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Lights/LightManager.cs @@ -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"]; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs index d0d0016fc..7faa82a97 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs @@ -418,7 +418,7 @@ namespace Barotrauma } } } - else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue) + else { movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2; if (reverse)