Fixed limb lightsource flipping (or actually disabled flipping altogether and just made the lightsource follow the rotation of the limb)
This commit is contained in:
@@ -645,10 +645,10 @@ namespace Barotrauma
|
||||
|
||||
limb.Dir = Dir;
|
||||
|
||||
if (limb.LightSource != null)
|
||||
/*if (limb.LightSource != null)
|
||||
{
|
||||
limb.LightSource.FlipX();
|
||||
}
|
||||
}*/
|
||||
|
||||
if (limb.pullJoint != null)
|
||||
{
|
||||
@@ -943,7 +943,7 @@ namespace Barotrauma
|
||||
|
||||
if (limb.LightSource != null)
|
||||
{
|
||||
limb.LightSource.Rotation = limb.Rotation;
|
||||
limb.LightSource.Rotation = dir == Direction.Right ? limb.body.DrawRotation : limb.body.DrawRotation - MathHelper.Pi;
|
||||
}
|
||||
limb.Update(deltaTime);
|
||||
}
|
||||
|
||||
@@ -500,7 +500,6 @@ namespace Barotrauma
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.Position = body.DrawPosition;
|
||||
LightSource.Rotation = body.DrawRotation;
|
||||
}
|
||||
|
||||
foreach (WearableSprite wearable in wearingItems)
|
||||
|
||||
@@ -19,8 +19,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
private Sprite overrideLightTexture;
|
||||
private Texture2D texture;
|
||||
|
||||
public SpriteEffects SpriteEffect = SpriteEffects.None;
|
||||
|
||||
public Sprite LightSprite;
|
||||
|
||||
public Submarine ParentSub;
|
||||
@@ -520,7 +519,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (range > 1.0f && false)
|
||||
/*if (range > 1.0f)
|
||||
{
|
||||
if (overrideLightTexture == null)
|
||||
{
|
||||
@@ -534,15 +533,14 @@ namespace Barotrauma.Lights
|
||||
overrideLightTexture.Draw(spriteBatch,
|
||||
drawPos, color * (color.A / 255.0f),
|
||||
overrideLightTexture.Origin, -Rotation,
|
||||
new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height),
|
||||
SpriteEffect);
|
||||
new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height));
|
||||
}
|
||||
}
|
||||
|
||||
if (LightSprite != null)
|
||||
{
|
||||
//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
|
||||
}
|
||||
LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1);
|
||||
}*/
|
||||
|
||||
if (NeedsRecalculation)
|
||||
{
|
||||
@@ -575,9 +573,8 @@ namespace Barotrauma.Lights
|
||||
);
|
||||
}
|
||||
|
||||
public void FlipX()
|
||||
/*public void FlipX()
|
||||
{
|
||||
SpriteEffect = SpriteEffect == SpriteEffects.None ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
if (LightSprite != null)
|
||||
{
|
||||
Vector2 lightOrigin = LightSprite.Origin;
|
||||
@@ -591,7 +588,7 @@ namespace Barotrauma.Lights
|
||||
lightOrigin.X = overrideLightTexture.SourceRect.Width - lightOrigin.X;
|
||||
overrideLightTexture.Origin = lightOrigin;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user