BarotraumaServer compiles
Cleanup + fixes coming up next
This commit is contained in:
@@ -53,7 +53,9 @@ namespace Barotrauma
|
||||
|
||||
Character.Controlled = null;
|
||||
cam.TargetPos = Vector2.Zero;
|
||||
#if CLIENT
|
||||
GameMain.LightManager.LosEnabled = false;
|
||||
#endif
|
||||
|
||||
//Vector2 diff = targetPos - sub.Position;
|
||||
float targetSpeed = 10.0f;
|
||||
@@ -69,7 +71,9 @@ namespace Barotrauma
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
#if CLIENT
|
||||
GUI.ScreenOverlayColor = Color.TransparentBlack;
|
||||
#endif
|
||||
|
||||
Running = false;
|
||||
yield return CoroutineStatus.Success;
|
||||
@@ -80,7 +84,9 @@ namespace Barotrauma
|
||||
Vector2 cameraPos = subs.First().Position + Submarine.MainSub.HiddenSubPosition;
|
||||
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBody.Position.Y) - cam.WorldView.Height/2.0f);
|
||||
|
||||
#if CLIENT
|
||||
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
|
||||
#endif
|
||||
|
||||
cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime*10.0f);
|
||||
|
||||
@@ -99,7 +105,9 @@ namespace Barotrauma
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
#if CLIENT
|
||||
GUI.ScreenOverlayColor = Color.TransparentBlack;
|
||||
#endif
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user