Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)

This commit is contained in:
Regalis
2015-11-10 22:22:26 +02:00
parent cd48d12be6
commit 4d949e3be1
89 changed files with 977 additions and 622 deletions
@@ -373,7 +373,7 @@ namespace Barotrauma.Items.Components
public virtual void Move(Vector2 amount) { }
/// <summary>a character has picked the item</summary>
/// <summary>a Character has picked the item</summary>
public virtual bool Pick(Character picker)
{
return false;
@@ -384,7 +384,7 @@ namespace Barotrauma.Items.Components
return CanBeSelected;
}
/// <summary>a character has dropped the item</summary>
/// <summary>a Character has dropped the item</summary>
public virtual void Drop(Character dropper) { }
public virtual void Draw(SpriteBatch spriteBatch, bool editing = false) { }
@@ -475,7 +475,7 @@ namespace Barotrauma.Items.Components
}
/// <summary>
/// Returns 0.0f-1.0f based on how well the character can use the itemcomponent
/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
/// </summary>
/// <returns>0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less</returns>
protected float DegreeOfSuccess(Character character)
@@ -496,14 +496,14 @@ namespace Barotrauma.Items.Components
return (average+100.0f)/2.0f;
}
//public bool CheckFailure(Character character)
//public bool CheckFailure(Character Character)
//{
// foreach (Skill skill in requiredSkills)
// {
// int characterLevel = character.GetSkillLevel(skill.Name);
// int characterLevel = Character.GetSkillLevel(skill.Name);
// if (characterLevel > skill.Level) continue;
// item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
// item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, Character);
// //Item.ApplyStatusEffects();
// return true;