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
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limb.Dir = Dir;
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limb.Dir = Dir;
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if (limb.LightSource != null)
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/*if (limb.LightSource != null)
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{
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{
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limb.LightSource.FlipX();
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limb.LightSource.FlipX();
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}
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}*/
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if (limb.pullJoint != null)
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if (limb.pullJoint != null)
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{
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{
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@@ -943,7 +943,7 @@ namespace Barotrauma
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if (limb.LightSource != null)
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if (limb.LightSource != null)
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{
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{
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limb.LightSource.Rotation = limb.Rotation;
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limb.LightSource.Rotation = dir == Direction.Right ? limb.body.DrawRotation : limb.body.DrawRotation - MathHelper.Pi;
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}
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}
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limb.Update(deltaTime);
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limb.Update(deltaTime);
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}
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}
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@@ -500,7 +500,6 @@ namespace Barotrauma
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if (LightSource != null)
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if (LightSource != null)
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{
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{
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LightSource.Position = body.DrawPosition;
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LightSource.Position = body.DrawPosition;
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LightSource.Rotation = body.DrawRotation;
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}
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}
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foreach (WearableSprite wearable in wearingItems)
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foreach (WearableSprite wearable in wearingItems)
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@@ -20,7 +20,6 @@ namespace Barotrauma.Lights
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private Sprite overrideLightTexture;
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private Sprite overrideLightTexture;
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private Texture2D texture;
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private Texture2D texture;
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public SpriteEffects SpriteEffect = SpriteEffects.None;
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public Sprite LightSprite;
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public Sprite LightSprite;
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public Submarine ParentSub;
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public Submarine ParentSub;
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@@ -520,7 +519,7 @@ namespace Barotrauma.Lights
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drawPos.Y = -drawPos.Y;
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drawPos.Y = -drawPos.Y;
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if (range > 1.0f && false)
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/*if (range > 1.0f)
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{
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{
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if (overrideLightTexture == null)
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if (overrideLightTexture == null)
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{
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{
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@@ -534,15 +533,14 @@ namespace Barotrauma.Lights
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overrideLightTexture.Draw(spriteBatch,
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overrideLightTexture.Draw(spriteBatch,
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drawPos, color * (color.A / 255.0f),
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drawPos, color * (color.A / 255.0f),
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overrideLightTexture.Origin, -Rotation,
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overrideLightTexture.Origin, -Rotation,
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new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height),
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new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height));
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SpriteEffect);
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}
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}
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}
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}
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if (LightSprite != null)
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if (LightSprite != null)
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{
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{
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//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
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LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1);
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}
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}*/
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if (NeedsRecalculation)
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if (NeedsRecalculation)
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{
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{
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@@ -575,9 +573,8 @@ namespace Barotrauma.Lights
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);
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);
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}
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}
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public void FlipX()
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/*public void FlipX()
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{
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{
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SpriteEffect = SpriteEffect == SpriteEffects.None ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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if (LightSprite != null)
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if (LightSprite != null)
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{
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{
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Vector2 lightOrigin = LightSprite.Origin;
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Vector2 lightOrigin = LightSprite.Origin;
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@@ -591,7 +588,7 @@ namespace Barotrauma.Lights
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lightOrigin.X = overrideLightTexture.SourceRect.Width - lightOrigin.X;
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lightOrigin.X = overrideLightTexture.SourceRect.Width - lightOrigin.X;
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overrideLightTexture.Origin = lightOrigin;
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overrideLightTexture.Origin = lightOrigin;
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}
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}
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}
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}*/
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public void Remove()
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public void Remove()
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{
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{
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