List of previously used mapentities in editor, waypoint sprites, properly generating waypoints for hatches, waypoint paths are saved in editor instead of generating them on loading, gap particle bugfix, separate waypoint and spawnpoint prefabs, turret rotation limits visible in editor, hatch convexhull fix, new railgunloader sprite
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@@ -25,7 +25,7 @@ namespace Barotrauma
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any,
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any};
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private Vector2[] slotPositions;
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public Vector2[] SlotPositions;
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public CharacterInventory(int capacity, Character character)
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: base(character, capacity)
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@@ -34,11 +34,11 @@ namespace Barotrauma
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if (icons == null) icons = TextureLoader.FromFile("Content/UI/inventoryIcons.png");
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slotPositions = new Vector2[limbSlots.Length];
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SlotPositions = new Vector2[limbSlots.Length];
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int rectWidth = 40, rectHeight = 40;
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int spacing = 10;
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for (int i = 0; i < slotPositions.Length; i++)
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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switch (i)
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{
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@@ -46,19 +46,19 @@ namespace Barotrauma
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case 0:
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case 1:
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case 2:
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slotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing,
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GameMain.GraphicsHeight - (spacing + rectHeight) * (3 - i));
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break;
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//lefthand, righthand
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case 3:
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case 4:
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slotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 3),
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GameMain.GraphicsHeight - (spacing + rectHeight)*3);
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break;
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default:
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slotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 3)%5),
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GameMain.GraphicsHeight - (spacing + rectHeight) * ((i>9) ? 2 : 1));
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break;
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@@ -225,8 +225,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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slotRect.X = (int)slotPositions[i].X;
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slotRect.Y = (int)slotPositions[i].Y;
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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if (i==1) //head
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{
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@@ -246,8 +246,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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slotRect.X = (int)slotPositions[i].X;
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slotRect.Y = (int)slotPositions[i].Y;
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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bool multiSlot = false;
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//skip if the item is in multiple slots
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@@ -285,8 +285,8 @@ namespace Barotrauma
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//check if the item is in multiple slots
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if (Items[i] != null)
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{
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slotRect.X = (int)slotPositions[i].X;
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slotRect.Y = (int)slotPositions[i].Y;
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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slotRect.Width = 40;
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slotRect.Height = 40;
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@@ -300,7 +300,7 @@ namespace Barotrauma
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{
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multiSlot = true;
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slotRect = Rectangle.Union(
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new Rectangle((int)slotPositions[n].X, (int)slotPositions[n].Y, rectWidth, rectHeight), slotRect);
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new Rectangle((int)SlotPositions[n].X, (int)SlotPositions[n].Y, rectWidth, rectHeight), slotRect);
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}
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}
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}
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