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