Particle emitters can be assigned to statuseffects, fixed item.Submarine not being set correctly for throwable items, flare particles + sounds, nerfed some of the medical items
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@@ -241,22 +241,16 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (item.body==null || !item.body.Enabled) return;
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if (item.body == null || !item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) Flip(item);
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AnimController ac = picker.AnimController;
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item.Submarine = picker.Submarine;
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//if (picker.SelectedConstruction != null && picker.SelectedConstruction.GetComponent<Controller>() != null) return;
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//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
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picker.AnimController.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
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}
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protected void Flip(Item item)
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@@ -82,6 +82,8 @@ namespace Barotrauma.Items.Components
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AnimController ac = picker.AnimController;
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item.Submarine = picker.Submarine;
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if (!throwing)
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{
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if (picker.IsKeyDown(InputType.Aim))
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