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
+5 -5
View File
@@ -479,8 +479,8 @@ namespace Barotrauma
//ApplyStatusEffect(effect, type, deltaTime, this);
if (effect.Targets.HasFlag(StatusEffect.TargetType.Character)) targets.Add(character);
//effect.Apply(type, deltaTime, null, character);
//ApplyStatusEffect(effect, type, deltaTime, null, character, limb);
//effect.Apply(type, deltaTime, null, Character);
//ApplyStatusEffect(effect, type, deltaTime, null, Character, limb);
if (container != null && effect.Targets.HasFlag(StatusEffect.TargetType.Parent)) targets.Add(container);
//{
@@ -803,7 +803,7 @@ namespace Barotrauma
}
}
/// <param name="position">Position of the character doing the pick, only items that are close enough to this are checked</param>
/// <param name="position">Position of the Character doing the pick, only items that are close enough to this are checked</param>
/// <param name="pickPosition">the item closest to pickPosition is returned</param>
/// <param name="hull">If a hull is specified, only items within that hull are checked</param>
public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull = null, Item[] ignoredItems=null)
@@ -1171,7 +1171,7 @@ namespace Barotrauma
Item item = new Item(rect, ip);
item.ID = (ushort)int.Parse(element.Attribute("ID").Value);
item.linkedToID = new List<int>();
item.linkedToID = new List<ushort>();
foreach (XAttribute attribute in element.Attributes())
{
@@ -1198,7 +1198,7 @@ namespace Barotrauma
string[] linkedToIds = linkedToString.Split(',');
for (int i = 0; i<linkedToIds.Length;i++)
{
item.linkedToID.Add(int.Parse(linkedToIds[i]));
item.linkedToID.Add((ushort)int.Parse(linkedToIds[i]));
}
}