Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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@@ -373,7 +373,7 @@ namespace Barotrauma.Items.Components
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public virtual void Move(Vector2 amount) { }
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/// <summary>a character has picked the item</summary>
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/// <summary>a Character has picked the item</summary>
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public virtual bool Pick(Character picker)
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{
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return false;
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@@ -384,7 +384,7 @@ namespace Barotrauma.Items.Components
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return CanBeSelected;
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}
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/// <summary>a character has dropped the item</summary>
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/// <summary>a Character has dropped the item</summary>
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public virtual void Drop(Character dropper) { }
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public virtual void Draw(SpriteBatch spriteBatch, bool editing = false) { }
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@@ -475,7 +475,7 @@ namespace Barotrauma.Items.Components
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}
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/// <summary>
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/// Returns 0.0f-1.0f based on how well the character can use the itemcomponent
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/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
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/// </summary>
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/// <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>
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protected float DegreeOfSuccess(Character character)
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@@ -496,14 +496,14 @@ namespace Barotrauma.Items.Components
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return (average+100.0f)/2.0f;
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}
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//public bool CheckFailure(Character character)
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//public bool CheckFailure(Character Character)
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//{
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// foreach (Skill skill in requiredSkills)
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// {
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// int characterLevel = character.GetSkillLevel(skill.Name);
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// int characterLevel = Character.GetSkillLevel(skill.Name);
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// if (characterLevel > skill.Level) continue;
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// item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
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// item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, Character);
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// //Item.ApplyStatusEffects();
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// return true;
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