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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@@ -67,7 +67,7 @@ namespace Barotrauma
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}
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}
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public Gap(Rectangle rectangle)
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public Gap(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.Loaded)
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{ }
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@@ -225,7 +225,6 @@ namespace Barotrauma
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soundIndex = SoundPlayer.flowSounds[index].Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
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flowForce = Vector2.Zero;
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.05f);
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if (open == 0.0f) return;
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@@ -242,7 +241,9 @@ namespace Barotrauma
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UpdateRoomToRoom(deltaTime);
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}
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if (LerpedFlowForce.Length() > 150.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, deltaTime*2.0f);
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if (LerpedFlowForce.Length() > 100.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
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{
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//UpdateFlowForce();
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@@ -256,8 +257,10 @@ namespace Barotrauma
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
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var particle = GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(pos.X, pos.Y - Rand.Range(0.0f, 10.0f)), velocity);
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var particle = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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(Submarine.Loaded==null ? pos : pos + Submarine.Loaded.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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velocity);
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if (particle != null)
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{
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@@ -266,7 +269,10 @@ namespace Barotrauma
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pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
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GameMain.ParticleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine.Loaded==null ? pos : pos + Submarine.Loaded.Position,
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flowForce / 200.0f);
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}
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else
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{
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@@ -278,13 +284,18 @@ namespace Barotrauma
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Vector2 velocity = new Vector2(
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flowForce.X * Rand.Range(0.5f, 0.7f),
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Math.Max(flowForce.Y,-100.0f) * Rand.Range(0.5f, 0.7f));
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var splash = GameMain.ParticleManager.CreateParticle("watersplash", pos,
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var splash = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
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velocity);
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if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
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GameMain.ParticleManager.CreateParticle("bubbles", pos, flowForce / 2.0f);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
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flowForce / 2.0f);
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}
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}
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