v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -97,25 +97,23 @@ namespace Barotrauma
#if DEBUG && CLIENT
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
!DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
if (GameMain.GameSession != null && !DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
{
if (PlayerInput.KeyHit(Keys.Insert))
if (GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
{
DebugConsole.ExecuteCommand("teleportcharacter");
Submarine closestSub = Submarine.FindClosest(cam.WorldViewCenter) ?? GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;
if (PlayerInput.KeyDown(Keys.I)) { targetMovement.Y += 1.0f; }
if (PlayerInput.KeyDown(Keys.K)) { targetMovement.Y -= 1.0f; }
if (PlayerInput.KeyDown(Keys.J)) { targetMovement.X -= 1.0f; }
if (PlayerInput.KeyDown(Keys.L)) { targetMovement.X += 1.0f; }
if (targetMovement != Vector2.Zero)
{
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
}
}
var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;
if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
if (targetMovement != Vector2.Zero)
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
}
#endif
@@ -158,9 +156,8 @@ namespace Barotrauma
}
if (Character.Controlled.Inventory != null)
{
foreach (Item item in Character.Controlled.Inventory.Items)
foreach (Item item in Character.Controlled.Inventory.AllItems)
{
if (item == null) { continue; }
if (Character.Controlled.HasEquippedItem(item))
{
item.UpdateHUD(cam, Character.Controlled, (float)deltaTime);