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
@@ -191,7 +191,7 @@ namespace Barotrauma.Items.Components
bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
Wire equippedWire = null;
//if the character using the panel has a wire item equipped
//if the Character using the panel has a wire item equipped
//and the wire hasn't been connected yet, draw it on the panel
for (int i = 0; i < character.SelectedItems.Length; i++)
{
@@ -246,7 +246,7 @@ namespace Barotrauma.Items.Components
}
}
//if the character using the panel has a wire item equipped
//if the Character using the panel has a wire item equipped
//and the wire hasn't been connected yet, draw it on the panel
if (equippedWire!=null)
{
@@ -262,9 +262,9 @@ namespace Barotrauma.Items.Components
}
}
//for (int i = 0; i < character.SelectedItems.Length; i++ )
//for (int i = 0; i < Character.SelectedItems.Length; i++ )
//{
// Item selectedItem = character.SelectedItems[i];
// Item selectedItem = Character.SelectedItems[i];
// if (selectedItem == null) continue;
@@ -281,7 +281,7 @@ namespace Barotrauma.Items.Components
if (!PlayerInput.LeftButtonDown())
{
panel.Item.NewComponentEvent(panel, true, true);
//draggingConnected.Drop(character);
//draggingConnected.Drop(Character);
draggingConnected = null;
}
}