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
@@ -42,8 +42,7 @@ namespace Barotrauma.Items.Components
ventList = new List<Vent>();
item.linkedTo.CollectionChanged += delegate(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
{ GetVents(); };
item.linkedTo.CollectionChanged += delegate { GetVents(); };
}
public override void Update(float deltaTime, Camera cam)
@@ -78,9 +78,8 @@ namespace Barotrauma.Items.Components
return (pingState > 1.0f);
}
public override void DrawHUD(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Character character)
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
@@ -120,7 +119,6 @@ namespace Barotrauma.Items.Components
if (Level.Loaded != null)
{
List<VoronoiCell> cells = Level.Loaded.GetCells(-Level.Loaded.Position, 7);
Vector2 offset = Vector2.Zero;
foreach (VoronoiCell cell in cells)
{
@@ -174,7 +172,6 @@ namespace Barotrauma.Items.Components
end.Y = -end.Y;
Vector2 diff = end - start;
Vector2 normalizedDiff = Vector2.Normalize(diff);
for (float x = 0; x < diff.Length(); x+=4.0f )
{
GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);