(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:47:22 +03:00
parent ec7e23061b
commit 2eaf22683d
129 changed files with 2451 additions and 1336 deletions
@@ -13,13 +13,39 @@ namespace Barotrauma
var pos = new Vector2(WorldPosition.X, -WorldPosition.Y);
if (soundRange > 0.0f)
{
Color color = Entity is Character ? Color.Yellow : Color.Orange;
Color color;
if (Entity is Character)
{
color = Color.Yellow;
}
else if (Entity is Item)
{
color = Color.Orange;
}
else
{
color = Color.OrangeRed;
}
ShapeExtensions.DrawCircle(spriteBatch, pos, SoundRange, 100, color, thickness: 1 / Screen.Selected.Cam.Zoom);
ShapeExtensions.DrawCircle(spriteBatch, pos, 3, 8, color, thickness: 2 / Screen.Selected.Cam.Zoom);
}
if (sightRange > 0.0f)
{
Color color = Entity is Character ? Color.CornflowerBlue : Color.CadetBlue;
Color color;
if (Entity is Character)
{
color = Color.CornflowerBlue;
}
else if (Entity is Item)
{
color = Color.CadetBlue;
}
else
{
color = Color.WhiteSmoke;
}
ShapeExtensions.DrawCircle(spriteBatch, pos, SightRange, 100, color, thickness: 1 / Screen.Selected.Cam.Zoom);
ShapeExtensions.DrawCircle(spriteBatch, pos, 6, 8, color, thickness: 2 / Screen.Selected.Cam.Zoom);
}
}
}