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