Water dustparticle fixes, random variation in background color, submarine is automatically moved to origo when loading, configuring a fabricable item with no material requirements doesn't throw an error, AI characters can't open doors if in handcuffs, engines can be picked through doors

This commit is contained in:
Regalis
2016-02-20 18:24:38 +02:00
parent 8672a47a12
commit 619390ab72
21 changed files with 146 additions and 53 deletions
+31
View File
@@ -699,6 +699,37 @@ namespace Barotrauma
}
}
Vector2 topLeft = new Vector2(Hull.hullList[0].Rect.X, Hull.hullList[0].Rect.Y);
Vector2 bottomRight = new Vector2(Hull.hullList[0].Rect.X, Hull.hullList[0].Rect.Y);
foreach (Hull hull in Hull.hullList)
{
if (hull.Rect.X < topLeft.X) topLeft.X = hull.Rect.X;
if (hull.Rect.Y > topLeft.Y) topLeft.Y = hull.Rect.Y;
if (hull.Rect.Right > bottomRight.X) bottomRight.X = hull.Rect.Right;
if (hull.Rect.Y - hull.Rect.Height < bottomRight.Y) bottomRight.Y = hull.Rect.Y - hull.Rect.Height;
}
Vector2 center = (topLeft + bottomRight) / 2.0f;
foreach (Item item in Item.ItemList)
{
var wire = item.GetComponent<Items.Components.Wire>();
if (wire == null) continue;
for (int i = 0; i < wire.Nodes.Count; i++)
{
wire.Nodes[i] -= center;
}
}
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].Submarine == null) continue;
MapEntity.mapEntityList[i].Move(-center);
}
subBody = new SubmarineBody(this);
subBody.SetPosition(HiddenSubPosition);