- host can respawn
- respawn info texts - camera clamped to the the upper edge of the level - fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
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@@ -17,6 +17,8 @@ namespace Barotrauma
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class Level
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{
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public const float ShaftHeight = 1000.0f;
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public static Level Loaded
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{
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get { return loaded; }
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@@ -56,7 +58,7 @@ namespace Barotrauma
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private WrappingWall[,] wrappingWalls;
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private float shaftHeight;
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//private float shaftHeight;
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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@@ -121,7 +123,7 @@ namespace Barotrauma
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{
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get { return backgroundColor; }
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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this.seed = seed;
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@@ -513,7 +515,7 @@ namespace Barotrauma
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ShaftBodies = new Body[2];
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for (int i = 0; i < 2; i++)
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{
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ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, 10.0f, 5.0f);
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ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, ConvertUnits.ToSimUnits(ShaftHeight), 5.0f);
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ShaftBodies[i].BodyType = BodyType.Static;
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ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
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@@ -585,7 +587,7 @@ namespace Barotrauma
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{
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List<WayPoint> wayPoints = new List<WayPoint>();
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var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
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var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, borders.Height, 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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wayPoints.Add(newWaypoint);
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@@ -625,7 +627,7 @@ namespace Barotrauma
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//prevWaypoint = newWaypoint;
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}
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, borders.Height, 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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wayPoints.Add(newWaypoint);
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