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