(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
@@ -453,7 +453,10 @@ namespace Barotrauma.Lights
//raster pattern on top of everything
spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap);
spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), Color.White * 0.5f);
spriteBatch.Draw(highlightRaster,
new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
Color.White * 0.5f);
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];