Fixed subinventory becoming active in the controlled character's inventory when the slot with the same index is highlighted in a grabbed character's inventory (or vice versa), fixed CPR & grab buttons being drawn on top of subinventories

This commit is contained in:
Joonas Rikkonen
2018-01-25 09:36:58 +02:00
parent 30e624e572
commit 43d48ceb13
3 changed files with 26 additions and 18 deletions
@@ -90,10 +90,12 @@ namespace Barotrauma
if (character.Oxygen < 10.0f) oxygenBar.Flash();
}
if (healthBar != null) healthBar.Update(deltaTime);
if (cprButton != null && cprButton.Visible) cprButton.Update(deltaTime);
if (grabHoldButton != null && grabHoldButton.Visible) grabHoldButton.Update(deltaTime);
if (Inventory.SelectedSlot == null)
{
if (cprButton != null && cprButton.Visible) cprButton.Update(deltaTime);
if (grabHoldButton != null && grabHoldButton.Visible) grabHoldButton.Update(deltaTime);
}
if (suicideButton != null && suicideButton.Visible) suicideButton.Update(deltaTime);
@@ -166,17 +168,8 @@ namespace Barotrauma
if (!character.IsUnconscious && character.Stun <= 0.0f)
{
if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
{
character.Inventory.DrawOffset = Vector2.Zero;
character.Inventory.DrawOwn(spriteBatch);
}
if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
{
character.SelectedCharacter.Inventory.DrawOffset = new Vector2(320.0f, 0.0f);
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
if (cprButton == null)
{
cprButton = new GUIButton(
@@ -229,13 +222,19 @@ namespace Barotrauma
return true;
};
}
//cprButton.Visible = character.GetSkillLevel("Medical") > 20.0f;
if (cprButton.Visible) cprButton.Draw(spriteBatch);
if (grabHoldButton.Visible) grabHoldButton.Draw(spriteBatch);
character.SelectedCharacter.Inventory.DrawOffset = new Vector2(320.0f, 0.0f);
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
}
if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
{
character.Inventory.DrawOffset = Vector2.Zero;
character.Inventory.DrawOwn(spriteBatch);
}
if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
{
Inventory.DrawDragging(spriteBatch);