Some more fabricable chemicals, made cargo missions more common, items in characters' inventories aren't affected by fire
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@@ -98,7 +98,7 @@ namespace Barotrauma
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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message.Write(AnimController.RefLimb.Rotation);
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//message.Write(AnimController.RefLimb.Rotation);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.StunTimer, 0.0f, 60.0f), 0.0f, 60.0f, 8);
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message.Write((byte)((health / maxHealth) * 255.0f));
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@@ -148,7 +148,7 @@ namespace Barotrauma
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limbPos.X = message.ReadFloat();
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limbPos.Y = message.ReadFloat();
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rotation = message.ReadFloat();
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//rotation = message.ReadFloat();
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}
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catch (Exception e)
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{
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@@ -161,7 +161,7 @@ namespace Barotrauma
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if (AnimController.RefLimb.body != null)
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{
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AnimController.RefLimb.body.TargetPosition = limbPos;
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AnimController.RefLimb.body.TargetRotation = rotation;
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//AnimController.RefLimb.body.TargetRotation = rotation;
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}
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float newStunTimer = 0.0f, newHealth = 0.0f, newBleeding = 0.0f;
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@@ -313,7 +313,7 @@ namespace Barotrauma
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selectedSlot = containerRect.Contains(PlayerInput.MousePosition) && !Locked ? slotIndex : -1;
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GUI.DrawRectangle(spriteBatch, containerRect, Color.Black * 0.8f, true);
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GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - 50), Color.Black * 0.8f, true);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
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Item[] containedItems = null;
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@@ -250,7 +250,7 @@ namespace Barotrauma
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
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//if (item.ParentInventory != null) return;
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if (item.ParentInventory != null && item.ParentInventory.Owner is Character) return;
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float range = (float)Math.Sqrt(size.X) * 10.0f;
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if (item.Position.X < position.X - range || item.Position.X > position.X + size.X + range) continue;
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@@ -340,8 +340,16 @@ namespace Barotrauma.Networking
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if (EndVoteCount > 0)
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 140.0f, 40),
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"Votes (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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if (GameMain.NetworkMember.myCharacter == null)
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 180.0f, 20),
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"Votes to end the round (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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}
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else
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 140.0f, 40),
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"Votes (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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}
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}
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}
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