GUIMessageBoxes are drawn on top of everything else (they were obstructed by shiftsummary), placing background sprites based on level seed, instructions for dealing with broken junction boxes in tutorial
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@@ -148,7 +148,7 @@ namespace Barotrauma
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Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
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Vector2 pos = closestEdge.Center;
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pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f);
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pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, false);
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if (prefab.Alignment.HasFlag(Alignment.Top))
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{
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