- fixed level generation algorithm placing waypoints at unreachable positions

- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
This commit is contained in:
Regalis
2016-03-09 16:57:11 +02:00
parent a1c728d207
commit 6deab579a1
6 changed files with 49 additions and 60 deletions

View File

@@ -98,7 +98,7 @@ namespace Barotrauma
if (Screen.Selected == GameMain.EditMapScreen) return;
if (character.Oxygen < 50.0f && !character.IsDead)
if (character.Oxygen < 80.0f && !character.IsDead)
{
Vector2 offset = Rand.Vector(noiseOverlay.size.X);
offset.X = Math.Abs(offset.X);
@@ -106,7 +106,7 @@ namespace Barotrauma
noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
Vector2.Zero,
Color.White * ((50.0f - character.Oxygen) / 50.0f));
Color.White * Math.Min((80.0f - character.Oxygen) / 50.0f, 0.8f));
}
if (damageOverlayTimer>0.0f)