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
@@ -328,8 +328,8 @@ namespace Barotrauma.Items.Components
//nodes.Add(newNodePos);
}
if (!editing || !PlayerInput.MouseInsideWindow) return;
if (!editing || !PlayerInput.MouseInsideWindow || GameMain.EditMapScreen.CharacterMode) return;
for (int i = 0; i < Nodes.Count; i++)
{
Vector2 worldPos = Nodes[i];
@@ -347,13 +347,13 @@ namespace Barotrauma.Items.Components
}
MapEntity.DisableSelect = true;
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
{
if (PlayerInput.LeftButtonDown() && PlayerInput.GetOldMouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Released)
{
MapEntity.DisableSelect = true;
MapEntity.SelectEntity(item);
draggingWire = this;
selectedNodeIndex = i;
@@ -371,6 +371,7 @@ namespace Barotrauma.Items.Components
{
if (selectedNodeIndex != null && draggingWire == this)
{
MapEntity.DisableSelect = true;
//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;