Moar progress, fixed shadow/los/submarine misalignment issues

This commit is contained in:
Regalis
2015-12-09 19:29:53 +02:00
parent beecfe60ac
commit 78bccca4af
43 changed files with 396 additions and 383 deletions
@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < 5; i++)
{
GameMain.ParticleManager.CreateParticle("bubbles", item.Position,
GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition,
-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
0.0f, item.CurrentHull);
}
@@ -103,7 +103,7 @@ namespace Barotrauma.Items.Components
private void GetHull()
{
hull1 = Hull.FindHull(item.Position, item.CurrentHull);
hull1 = Hull.FindHull(item.WorldPosition, item.CurrentHull);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("spark", item.Position,
var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
@@ -193,7 +193,7 @@ namespace Barotrauma.Items.Components
{
float prediction = 5.0f;
Vector2 futurePosition = Submarine.Loaded.Speed * prediction;
Vector2 futurePosition = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity) * prediction;
Vector2 targetSpeed = ((steeringPath.CurrentNode.Position - Submarine.Loaded.Position) - futurePosition);
targetSpeed = Vector2.Normalize(targetSpeed);