diff --git a/Subsurface/Barotrauma.csproj b/Subsurface/Barotrauma.csproj index 4f4db8e1c..47a1f3b6b 100644 --- a/Subsurface/Barotrauma.csproj +++ b/Subsurface/Barotrauma.csproj @@ -98,7 +98,7 @@ - + @@ -234,7 +234,7 @@ - + diff --git a/Subsurface/Source/Items/Components/Machines/Radar.cs b/Subsurface/Source/Items/Components/Machines/Radar.cs index a53794544..d04e4cd2e 100644 --- a/Subsurface/Source/Items/Components/Machines/Radar.cs +++ b/Subsurface/Source/Items/Components/Machines/Radar.cs @@ -12,6 +12,8 @@ namespace Barotrauma.Items.Components { class Radar : Powered { + const float displayScale = 0.015f; + private float range; private float pingState; @@ -110,20 +112,13 @@ namespace Barotrauma.Items.Components if (!IsActive) return; - - //if (pingCircle!=null) - //{ - - - float pingRadius = (rect.Width / 2) * pingState; - pingCircle.Draw(spriteBatch, center, Color.White * (1.0f-pingState), 0.0f, (rect.Width/pingCircle.size.X)*pingState); + float pingRadius = (rect.Width / 2) * pingState; + pingCircle.Draw(spriteBatch, center, Color.White * (1.0f-pingState), 0.0f, (rect.Width/pingCircle.size.X)*pingState); - //} float radius = rect.Width / 2.0f; float simScale = 1.5f; - float displayScale = 0.015f; if (Level.Loaded != null) { @@ -149,17 +144,20 @@ namespace Barotrauma.Items.Components float pointDist = point.Length() * displayScale; if (pointDist > radius) continue; - if (pointDist > prevPingRadius && pointDist < pingRadius) { + if (pointDist < prevPingRadius || pointDist > pingRadius) continue; - for (float z = 0; z DamageDepth) return; float depth = DamageDepth - sub.Position.Y; - depth = Math.Max(depth, -40000.0f); + depth = Math.Min(depth, 40000.0f); // float prevTimer = depthDamageTimer; - depthDamageTimer -= deltaTime*depth*PressureDamageMultiplier; + depthDamageTimer -= deltaTime*Math.Min(depth,20000)*PressureDamageMultiplier; //if (prevTimer>5.0f && depthDamageTimer<=5.0f) //{ @@ -284,7 +284,7 @@ namespace Barotrauma (Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height); } - SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 5000.0f); + SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f); GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f; diff --git a/Subsurface/Source/Screens/LobbyScreen.cs b/Subsurface/Source/Screens/LobbyScreen.cs index 518191b77..abddf7fbe 100644 --- a/Subsurface/Source/Screens/LobbyScreen.cs +++ b/Subsurface/Source/Screens/LobbyScreen.cs @@ -67,8 +67,8 @@ namespace Barotrauma //new GUITextBlock(new Rectangle(0, 0, 200, 25), // save, Color.Transparent, Color.White, Alignment.Left, GUI.Style, leftPanel); - GUITextBlock moneyText = new GUITextBlock(new Rectangle(0, 30, 0, 25), - "", Color.Transparent, Color.White, Alignment.TopCenter, GUI.Style, leftPanel); + GUITextBlock moneyText = new GUITextBlock(new Rectangle(0, 30, 0, 25), "", GUI.Style, + Alignment.TopCenter, Alignment.Top, leftPanel); moneyText.TextGetter = GetMoney; GUIButton button = new GUIButton(new Rectangle(0, 70, 100, 30), "Map", null, Alignment.TopCenter, GUI.Style, leftPanel); diff --git a/Subsurface/Source/Sounds/AmbientSoundManager.cs b/Subsurface/Source/Sounds/SoundPlayer.cs similarity index 100% rename from Subsurface/Source/Sounds/AmbientSoundManager.cs rename to Subsurface/Source/Sounds/SoundPlayer.cs diff --git a/Subsurface_Solution.v12.suo b/Subsurface_Solution.v12.suo index e8ad72e74..12ca20a9d 100644 Binary files a/Subsurface_Solution.v12.suo and b/Subsurface_Solution.v12.suo differ