Merge branch 'master' into moRags

This commit is contained in:
Alex Noir
2017-12-17 22:41:45 +03:00
81 changed files with 770 additions and 256 deletions
@@ -15,6 +15,8 @@ namespace Barotrauma
{
protected float soundTimer;
protected float soundInterval;
protected float nameTimer;
protected bool nameVisible;
private List<CharacterSound> sounds;
@@ -295,18 +297,50 @@ namespace Barotrauma
}
if (this == controlled) return;
nameTimer -= (float)Timing.Step;
if (nameTimer <= 0.0f)
{
//Ideally it shouldn't send the character entirely if we can't see them but /shrug, this isn't the most hacker-proof game atm
Limb selfHead = controlled != null ? controlled.AnimController.GetLimb(LimbType.Head) : null;
Limb targHead = this.AnimController.GetLimb(LimbType.Head);
if (controlled != null && controlled.Submarine == Submarine)
{
if (selfHead != null && targHead != null)
{
Body closestBody = Submarine.CheckVisibility(selfHead.SimPosition, targHead.SimPosition);
Structure wall = null;
if (closestBody != null)
wall = closestBody.UserData as Structure;
nameVisible = closestBody == null || wall == null || !wall.CastShadow;
}
else
nameVisible = false;
}
else
nameVisible = true; //Ideally it should check for visibility from outside the sub/from sub-to-sub, but this will work for now.
nameTimer = Rand.Range(0.5f, 2f);
}
if (!nameVisible)
return;
if (info != null)
{
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
string name = Info.DisplayName;
if (controlled == null && name != Info.Name)
name += " (Disguised)";
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(name) * 0.5f / cam.Zoom;
Color nameColor = Color.White;
if (Character.Controlled != null && TeamID != Character.Controlled.TeamID)
{
nameColor = Color.Red;
}
GUI.Font.DrawString(spriteBatch, Info.Name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
GUI.Font.DrawString(spriteBatch, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
GUI.Font.DrawString(spriteBatch, name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
GUI.Font.DrawString(spriteBatch, name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
if (GameMain.DebugDraw)
{
@@ -242,7 +242,7 @@ namespace Barotrauma
string focusName = character.FocusedCharacter.SpeciesName;
if (character.FocusedCharacter.Info != null)
{
focusName = character.FocusedCharacter.Info.Name;
focusName = character.FocusedCharacter.Info.DisplayName;
}
Vector2 textPos = startPos;
textPos -= new Vector2(GUI.Font.MeasureString(focusName).X / 2, 20);
@@ -143,11 +143,12 @@ namespace Barotrauma
msg.ReadFloat(),
msg.ReadFloat());
float rotation = msg.ReadFloat();
int index = 0;
if (GameMain.NetworkMember.Character == this && AllowInput)
if (GameMain.NetworkMember.Character == this)
{
var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
index++;
@@ -155,7 +156,7 @@ namespace Barotrauma
}
else
{
var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
var posInfo = new CharacterStateInfo(pos, rotation, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
index++;