- 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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@@ -114,6 +114,8 @@ namespace Barotrauma
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) continue;
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Rectangle rect = wall.Rect;
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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@@ -241,7 +243,11 @@ namespace Barotrauma
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ForceTranslate(moveAmount);
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if (submarine == Submarine.MainSub) GameMain.GameScreen.Cam.UpdateTransform(false);
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if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
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(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
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{
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GameMain.GameScreen.Cam.UpdateTransform(false);
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}
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submarine.SetPrevTransform(submarine.Position);
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submarine.UpdateTransform();
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@@ -296,7 +302,7 @@ namespace Barotrauma
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if (Character.Controlled != null) Character.Controlled.CursorPosition += amount;
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if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
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Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine)
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(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
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{
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GameMain.GameScreen.Cam.Position += amount;
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if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount;
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