(6840c9114) Set the objective frame to be drawn behind other gui elements. TODO: test and complain if doesn't work ;)

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:49:53 +02:00
parent 5c324a6de9
commit 69852a141e
8 changed files with 227 additions and 6 deletions
@@ -1018,6 +1018,10 @@ namespace Barotrauma
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
}
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
{
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
}
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
{
if (targetCharacter.AIController is EnemyAIController enemy)
{
@@ -1179,11 +1183,6 @@ namespace Barotrauma
Character.AnimController.ReleaseStuckLimbs();
}
private int GetMinimumPassableHoleCount()
{
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
}
#endregion
protected override void OnStateChanged(AIState from, AIState to)
@@ -1073,6 +1073,8 @@ namespace Barotrauma
CheckValidity();
CheckValidity();
UpdateNetPlayerPosition(deltaTime);
CheckDistFromCollider();
UpdateCollisionCategories();
@@ -240,6 +240,9 @@ namespace Barotrauma
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
bool underWater = hull == null || explosionPos.Y < hull.Surface;
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
bool underWater = hull == null || explosionPos.Y < hull.Surface;
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
@@ -264,6 +264,18 @@ namespace Barotrauma
private set;
}
public Vector2 LinearVelocity
{
get;
private set;
}
public float AngularVelocity
{
get;
private set;
}
public readonly float Timestamp;
public readonly UInt16 ID;