(6ac5b80f0) Fixed: PauseOnFocusLost always treated as if being enabled

This commit is contained in:
Joonas Rikkonen
2019-05-18 17:40:49 +03:00
parent 06bd4f51fc
commit 3635568b6a
10 changed files with 72 additions and 176 deletions
@@ -543,10 +543,7 @@ namespace Barotrauma
//equipped item that can't be put in the inventory, use delayed dropping
if (quickUseAction == QuickUseAction.Drop)
{
slots[i].QuickUseButtonToolTip =
TextManager.Get("QuickUseAction.HoldToUnequip", returnNull: true) ??
(GameMain.Config.Language == "English" ? "Hold to unequip" : TextManager.Get("QuickUseAction.Unequip"));
slots[i].QuickUseButtonToolTip = "Hold to unequip";
if (PlayerInput.LeftButtonHeld())
{
slots[i].QuickUseTimer = Math.Max(0.1f, slots[i].QuickUseTimer + deltaTime);
@@ -143,7 +143,7 @@ namespace Barotrauma.Items.Components
private void Draw(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
{
//spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
GUI.DrawString(spriteBatch, labelPos, DisplayName, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);
GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);
connectionSprite.Draw(spriteBatch, position);