Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff

This commit is contained in:
Regalis
2016-01-18 20:09:38 +02:00
parent 5f1cb194ab
commit 1a5b3fa66a
39 changed files with 206 additions and 152 deletions
@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
if (powerConsumption == 0.0f) voltage = 1.0f;
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
if (Force != 0.0f)
if (Force > 1.0f)
{
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * (voltage / minVoltage), 0.0f);
@@ -72,7 +72,7 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < 5; i++)
{
GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition,
var bubbles = GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2),
-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
0.0f, item.CurrentHull);
}