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
+10 -7
View File
@@ -270,8 +270,11 @@ namespace Barotrauma
float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
if (maxDelta > Rand.Range(1.0f,10.0f))
{
Vector2 particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
if (Submarine != null) particlePos += Submarine.Position;
GameMain.ParticleManager.CreateParticle("mist",
new Vector2(rect.X + WaveWidth * i,surface + waveY[i]),
particlePos,
new Vector2(0.0f, -50.0f), 0.0f, this);
}
@@ -473,21 +476,21 @@ namespace Barotrauma
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHull(Vector2 position, Hull guess = null)
public static Hull FindHull(Vector2 worldPosition, Hull guess = null)
{
return FindHull(position, hullList, guess);
return FindHull(worldPosition, hullList, guess);
}
public static Hull FindHull(Vector2 position, List<Hull> hulls, Hull guess = null)
public static Hull FindHull(Vector2 worldPosition, List<Hull> hulls, Hull guess = null)
{
if (guess != null && hulls.Contains(guess))
{
if (Submarine.RectContains(guess.rect, position)) return guess;
if (Submarine.RectContains(guess.WorldRect, worldPosition)) return guess;
}
foreach (Hull w in hulls)
foreach (Hull hull in hulls)
{
if (Submarine.RectContains(w.rect, position)) return w;
if (Submarine.RectContains(hull.WorldRect, worldPosition)) return hull;
}
return null;