Fixed wrappingwalls, fixed Level.GetCells returning the same cell multiple times, placing backgroundsprites based on level seed
This commit is contained in:
@@ -182,6 +182,11 @@ namespace Barotrauma
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(level.WrappingWalls[side, i].Offset, 0.0f)) * cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
|
||||
graphicsDevice.SetVertexBuffer(level.WrappingWalls[side, i].BodyVertices);
|
||||
|
||||
graphicsDevice.DrawPrimitives(
|
||||
@@ -203,6 +208,10 @@ namespace Barotrauma
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(level.WrappingWalls[side,i].Offset, 0.0f)) * cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.SetVertexBuffer(level.WrappingWalls[side, i].WallVertices);
|
||||
|
||||
graphicsDevice.DrawPrimitives(
|
||||
|
||||
Reference in New Issue
Block a user