Item.Container bugfix (affected at least railguns in MP), merged the "your crew has died" message box with shiftsummary, reliable reactor syncing, prevent artifacts dropping out of the level
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@@ -609,49 +609,29 @@ namespace Barotrauma.Networking
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float endPreviewLength = 10.0f;
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var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
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float secondsLeft = endPreviewLength;
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do
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if (Screen.Selected == GameMain.GameScreen)
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{
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secondsLeft -= CoroutineManager.DeltaTime;
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var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
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//float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
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//Vector2 offset = (new Vector2(
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// (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
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// (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
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float secondsLeft = endPreviewLength;
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//GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.Position + offset * 0.8f;
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//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
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do
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{
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secondsLeft -= CoroutineManager.DeltaTime;
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//messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
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//float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
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//Vector2 offset = (new Vector2(
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// (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
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// (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
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yield return CoroutineStatus.Running;
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} while (secondsLeft > 0.0f);
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//GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.Position + offset * 0.8f;
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//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
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//float endPreviewLength = 10.0f;
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//messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
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//DateTime endTime = DateTime.Now + new TimeSpan(0,0,0,0,(int)(1000.0f*endPreviewLength));
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//float secondsLeft = endPreviewLength;
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//do
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//{
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// secondsLeft = (float)(endTime - DateTime.Now).TotalSeconds;
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// float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
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// Vector2 offset = (new Vector2(
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// (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
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// (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
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// GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.DrawPosition + offset * 0.8f;
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// //Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
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// messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
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// yield return CoroutineStatus.Running;
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//} while (secondsLeft > 0.0f);
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//messageBox.Close(null,null);
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yield return CoroutineStatus.Running;
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} while (secondsLeft > 0.0f);
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}
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Submarine.Unload();
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