Merge branch 'walldamage'

This commit is contained in:
Regalis
2016-09-26 16:28:52 +03:00
32 changed files with 871 additions and 329 deletions

View File

@@ -93,6 +93,7 @@
<Compile Include="Source\Characters\CharacterInfo.cs" />
<Compile Include="Source\Characters\AI\ISteerable.cs" />
<Compile Include="Source\Characters\DelayedEffect.cs" />
<Compile Include="Source\Characters\HUDProgressBar.cs" />
<Compile Include="Source\Characters\HuskInfection.cs" />
<Compile Include="Source\Characters\Jobs\Job.cs" />
<Compile Include="Source\Characters\Jobs\JobPrefab.cs" />
@@ -496,6 +497,7 @@
<Content Include="Content\Characters\Watcher\watcher.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\damageshader.fx" />
<Content Include="Content\InfoTexts.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<SubType>Designer</SubType>
@@ -803,6 +805,9 @@
<Content Include="Content\Map\structures2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Map\walldamage.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Map\waypointIcons.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -812,6 +817,9 @@
<Content Include="Content\Particles\flames.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Particles\shrapnel.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\UI\damageOverlay.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -1105,6 +1113,9 @@
<None Include="Content\Content.mgcb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\damageshader.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\effects.mgfx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
@@ -1267,12 +1278,27 @@
<None Include="Content\Sounds\Damage\LimbSlash2.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureBlunt10.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureBlunt6.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureBlunt7.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureBlunt8.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureBlunt9.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureCrunch4.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\Damage\StructureCrunch5.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Sounds\fire.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

View File

@@ -43,3 +43,9 @@
/processorParam:DebugMode=Auto
/build:blurshader.fx
#begin damageshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:damageshader.fx

View File

@@ -1,167 +1,239 @@
<prefabs>
<largehorizontalback sprite="Content/Map/testroom.png" sourcerect="0,0,896,64" depth ="0.9"
description="A decorative structure with no collision detection"
width = "128" height ="64" resizehorizontal="true"/>
<largehorizontalback description="A decorative structure with no collision detection"
width="128" height = "64" resizehorizontal="true">
<sprite texture="Content/Map/testroom.png" sourcerect="0,0,896,64" depth="0.9"/>
</largehorizontalback>
<smallhorizontalback sprite="Content/Map/testroom.png" sourcerect="0,64,896,32" depth ="0.9"
description="A decorative structure with no collision detection"
width = "128" height ="32" resizehorizontal="true"/>
<smallhorizontalback description="A decorative structure with no collision detection"
width="128" height="32" resizehorizontal="true">
<sprite texture="Content/Map/testroom.png" sourcerect="0,64,896,32" depth="0.9"/>
</smallhorizontalback>
<largeverticalback sprite="Content/Map/testroom.png" sourcerect="0,96,64,448" depth ="0.9"
description="A decorative structure with no collision detection"
width = "64" height ="128" resizevertical="true"/>
<largeverticalback2 sprite="Content/Map/testroom.png" sourcerect="64,96,64,448" depth ="0.9"
description="A decorative structure with no collision detection"
width = "64" height ="128" resizevertical="true"/>
<smallverticalback sprite="Content/Map/testroom.png" sourcerect="128,96,32,352" depth ="0.9"
description="A decorative structure with no collision detection"
width = "32" height ="128" resizevertical="true"/>
<smallverticalback2 sprite="Content/Map/testroom.png" sourcerect="160,96,32,352" depth ="0.9"
description="A decorative structure with no collision detection"
width = "32" height ="128" resizevertical="true"/>
<engineeringLabel sprite="Content/Map/testroom.png" sourcerect="448,322,153,16" depth ="0.99"
width = "153" height ="16"/>
<largeverticalback description="A decorative structure with no collision detection"
width="64" height="128" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="0,96,64,448" depth ="0.9"/>
</largeverticalback>
<commandLabel sprite="Content/Map/testroom.png" sourcerect="448,339,128,16" depth ="0.99"
width = "128" height ="16"/>
<largeverticalback2 description="A decorative structure with no collision detection"
width="64" height="128" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="64,96,64,448" depth="0.9"/>
</largeverticalback2>
<airlockLabel sprite="Content/Map/testroom.png" sourcerect="448,356,199,16" depth ="0.99"
width = "99" height ="16"/>
<smallverticalback description="A decorative structure with no collision detection"
width="32" height="128" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="128,96,32,352" depth ="0.9"/>
</smallverticalback>
<smallverticalback2 description="A decorative structure with no collision detection"
width="32" height="128" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="160,96,32,352" depth="0.9"/>
</smallverticalback2>
<engineeringLabel width="153" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,426,153,16" depth ="0.99"/>
</engineeringLabel>
<commandLabel width="128" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,443,128,16" depth ="0.99"/>
</commandLabel>
<airlockLabel width = "99" height ="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,460,199,16" depth ="0.99"/>
</airlockLabel>
<cabinsLabel width="83" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,477,83,16" depth ="0.99"/>
</cabinsLabel>
<medicalLabel width="110" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="0,494,110,16" depth="0.99"/>
</medicalLabel>
<arrowUp width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="129,460,16,16" depth ="0.99"/>
</arrowUp>
<arrowDown width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="146,460,16,16" depth ="0.99"/>
</arrowDown>
<arrowLeft width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="129,477,16,16" depth ="0.99"/>
</arrowLeft>
<arrowRight width="16" height="16">
<sprite texture="Content/Map/structures2.png" sourcerect="146,477,16,16" depth ="0.99"/>
</arrowRight>
<leftwall description="A vertical wall with collision detection"
width = "32" height ="64" resizevertical="true" body="true" castshadow="true" health="500">
<sprite texture="Content/Map/testroom.png" sourcerect="953,214,32,576" depth ="0.05" fliphorizontal="true"/>
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="989,214,32,576" depth ="0.85" fliphorizontal="true"/>
</leftwall>
<rightwall description="A vertical wall with collision detection"
width="32" height="64" resizevertical="true" body="true" castshadow="true" health="500">
<sprite texture="Content/Map/testroom.png" sourcerect="953,214,32,576" depth ="0.05" />
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="989,214,32,576" depth ="0.85"/>
</rightwall>
<topwall description="A horizontal wall with collision detection"
width = "64" height ="32" resizehorizontal="true" body="true" castshadow="true" health="500">
<sprite texture="Content/Map/testroom.png" sourcerect="0,989,576,32" depth ="0.06"/>
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="0,953,576,32" depth ="0.85"/>
</topwall>
<TopWallHeavy description="A horizontal wall with collision detection"
width = "96" height ="96" resizehorizontal="true" body="true" castshadow="true" health="1000">
<sprite texture="Content/Map/testroom.png" sourcerect="197,347,480,96" depth ="0.06" />
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="197,446,480,96" depth ="0.85" />
</TopWallHeavy>
<LeftWallHeavy description="A vertical wall with collision detection"
width = "96" height ="96" resizevertical="true" body="true" castshadow="true" health="1000">
<sprite texture="Content/Map/testroom.png" sourcerect="0,546,96,384" depth ="0.06" fliphorizontal="true" />
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="98,546,96,384" depth ="0.85" fliphorizontal="true" />
</LeftWallHeavy>
<RightWallHeavy description="A vertical wall with collision detection"
width = "96" height ="96" resizevertical="true" body="true" castshadow="true" health="1000">
<sprite texture="Content/Map/testroom.png" sourcerect="0,546,96,384" depth ="0.06" />
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="98,546,96,384" depth ="0.85" />
</RightWallHeavy>
<CableHolderHorizontal width="32" height="24" resizehorizontal="true">
<sprite texture="Content/Map/testroom.png" sourcerect="478,902,96,24" depth = "0.85" />
</CableHolderHorizontal>
<cabinsLabel sprite="Content/Map/testroom.png" sourcerect="448,373,83,16" depth ="0.99"
width = "83" height ="16"/>
<CableHolderVertical width="24" height="32" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="550,804,24,96" depth = "0.85" />
</CableHolderVertical>
<medicalLabel sprite="Content/Map/testroom.png" sourcerect="448,390,110,16" depth ="0.99"
width = "110" height ="16"/>
<topwindow width="128" height="49" body="true" health="100">
<sprite texture="Content/Map/testroom.png" sourcerect="208,848,128,80" depth ="0.05"/>
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="344,848,128,80" depth ="0.85"/>
</topwindow>
<arrowUp sprite="Content/Map/testroom.png" sourcerect="577,356,16,16" depth ="0.99"
width = "16" height ="16"/>
<verticalwindow width="128" height ="224" body="true" health="100">
<sprite texture="Content/Map/testroom.png" sourcerect="368,544,128,224" depth ="0.05"/>
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="239,544,128,224" depth ="0.85"/>
</verticalwindow>
<arrowDown sprite="Content/Map/testroom.png" sourcerect="594,356,16,16" depth ="0.99"
width = "16" height ="16"/>
<horizontalresizablewindow width="128" height ="64" body="true" health="100" resizehorizontal="true">
<sprite texture="Content/Map/testroom.png" sourcerect="207,771,128,64" depth ="0.06"/>
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="337,771,128,64" depth ="0.85"/>
</horizontalresizablewindow>
<arrowLeft sprite="Content/Map/testroom.png" sourcerect="577,373,16,16" depth ="0.99"
width = "16" height ="16"/>
<verticalresizablewindow width = "64" height ="128" body="true" health="100" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="896,80,64,128" depth ="0.06"/>
<backgroundsprite texture="Content/Map/testroom.png" sourcerect="961,80,64,128" depth ="0.85"/>
</verticalresizablewindow>
<arrowRight sprite="Content/Map/testroom.png" sourcerect="597,373,16,16" depth ="0.99"
width = "16" height ="16"/>
<smallhorizontalback description="A decorative structure with no collision detection"
width = "128" height ="32" resizehorizontal="true">
<sprite texture="Content/Map/testroom.png" sourcerect="0,65,896,32" depth ="0.4" />
</smallhorizontalback>
<leftwall sprite="Content/Map/testroom.png" sourcerect="990,274,32,512" depth ="0.05" castshadow="true"
description="A vertical wall with collision detection"
width = "32" height ="64" resizevertical="true" fliphorizontal="true" body="true" health="500"/>
<largeplatform width = "64" height ="64" resizehorizontal="true" body="true" platform="true">
<sprite texture="Content/Map/testroom.png" sourcerect="896,0,128,64" depth="0.9" />
</largeplatform>
<rightwall sprite="Content/Map/testroom.png" sourcerect="990,274,32,512" depth ="0.05" castshadow="true"
description="A vertical wall with collision detection"
width = "32" height ="64" resizevertical="true" body="true" health="500"/>
<platform width = "64" height ="26" resizehorizontal="true" body="true" platform="true">
<sprite texture="Content/Map/testroom.png" sourcerect="896,53,128,32" depth ="0.9" />
</platform>
<topwall sprite="Content/Map/testroom.png" sourcerect="3,989,512,32" depth ="0.06" castshadow="true"
description="A horizontal wall with collision detection"
width = "64" height ="32" resizehorizontal="true" body="true" health="500"/>
<roughbgwall width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="200,104,240,240" depth = "1.0" />
</roughbgwall>
<TopWallHeavy sprite="Content/Map/testroom.png" sourcerect="193,414,512,96" depth ="0.06" castshadow="true"
description="A horizontal wall with collision detection"
width = "96" height ="96" resizehorizontal="true" body="true" health="1000"/>
<LeftWallHeavy sprite="Content/Map/testroom.png" sourcerect="0,546,96,384" depth ="0.06" castshadow="true"
description="A horizontal wall with collision detection"
width = "96" height ="96" fliphorizontal="true" resizevertical="true" body="true" health="1000"/>
<cleanbgwall width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="448,96,448,224" depth = "1.0"/>
</cleanbgwall>
<RightWallHeavy sprite="Content/Map/testroom.png" sourcerect="0,546,96,384" depth ="0.06" castshadow="true"
description="A horizontal wall with collision detection"
width = "96" height ="96" resizevertical="true" body="true" health="1000"/>
<CableHolderHorizontal sprite="Content/Map/testroom.png" sourcerect="199,348,96,24" depth = "0.85"
width="32" height="24" resizehorizontal="true"/>
<CableHolderVertical sprite="Content/Map/testroom.png" sourcerect="705,416,24,96" depth = "0.85"
width="24" height="32" resizevertical="true"/>
<bgpanels width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="720,336,224,224" depth = "1.0" />
</bgpanels>
<topwindow sprite="Content/Map/testroom.png" sourcerect="625,327,128,80" depth ="0.05"
width = "128" height ="49" body="true" health="100"/>
<bgpanelswindow width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="724,560,224,224" depth = "1.0" />
</bgpanelswindow>
<verticalwindow sprite="Content/Map/testroom.png" sourcerect="399,560,128,224" depth ="0.05"
width = "128" height ="224" body="true" health="100"/>
<bgorangepanels width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="576,798,446,224" depth = "1.0" />
</bgorangepanels>
<horizontalresizablewindow sprite="Content/Map/testroom.png" sourcerect="896,208,128,64" depth ="0.06"
width = "128" height ="64" body="true" health="100" resizehorizontal="true"/>
<bgorangepanelwindow width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/testroom.png" sourcerect="501,560,224,224" depth = "1.0" />
</bgorangepanelwindow>
<verticalresizablewindow sprite="Content/Map/testroom.png" sourcerect="896,80,64,128" depth ="0.06"
width = "64" height ="128" body="true" health="100" resizevertical="true"/>
<PipesBackground width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/structures2.png" sourcerect="320,0,192,192" depth = "1.0" />
</PipesBackground>
<smallhorizontalback sprite="Content/Map/testroom.png" sourcerect="0,65,896,32" depth ="0.4"
description="A decorative structure with no collision detection"
width = "128" height ="32" resizehorizontal="true"/>
<SlopeForward width="16" height="16" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/structures2.png" sourcerect="0,0,224,64" depth = "0.95" />
</SlopeForward>
<largeplatform sprite="Content/Map/testroom.png" sourcerect="896,0,128,64" depth="0.9"
width = "64" height ="64" resizehorizontal="true" body="true" platform="true"/>
<SlopeBack width="16" height="16" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/structures2.png" sourcerect="0,64,224,64" depth = "0.95" />
</SlopeBack>
<platform sprite="Content/Map/testroom.png" sourcerect="896,53,128,32" depth ="0.9"
width = "64" height ="26" resizehorizontal="true" body="true" platform="true"/>
<stairsright width="256" height="320" stairdirection="Right">
<sprite texture="Content/Map/structures2.png" sourcerect="256,193,256,319" depth = "0.1" />
</stairsright>
<roughbgwall sprite="Content/Map/testroom.png" sourcerect="200,104,240,240" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<stairsleft width="256" height="320" stairdirection="Left">
<sprite texture="Content/Map/structures2.png" sourcerect="256,193,256,319" fliphorizontal="true" depth = "0.1" />
</stairsleft>
<cleanbgwall sprite="Content/Map/testroom.png" sourcerect="448,96,448,224" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<bunk width="173" height="129">
<sprite texture="Content/Map/structures2.png" sourcerect="0,129,173,129" depth = "0.9"/>
</bunk>
<bgpanels sprite="Content/Map/testroom.png" sourcerect="768,320,224,224" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<bgpanelswindow sprite="Content/Map/testroom.png" sourcerect="752,560,224,224" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<RuinWallHorizontal category="Alien" castshadow="true"
width="128" height="128" resizehorizontal="true" body="true" health="500">
<sprite texture="Content/Map/ruins.png" sourcerect="0,896,832,128" depth ="0.06"/>
</RuinWallHorizontal>
<bgorangepanels sprite="Content/Map/testroom.png" sourcerect="576,798,446,224" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<RuinWallVertical category="Alien" castshadow="true"
width="128" height="128" resizevertical="true" body="true" health="500">
<sprite texture="Content/Map/ruins.png" sourcerect="896,192,128,832" depth ="0.061"/>
</RuinWallVertical>
<bgorangepanelwindow sprite="Content/Map/testroom.png" sourcerect="528,563,224,224" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<RuinWallHorizontalSmall category="Alien" castshadow="true"
width="128" height="54" resizehorizontal="true" body="true" health="500">
<sprite texture="Content/Map/ruins.png" sourcerect="0,842,832,54" depth ="0.062"/>
</RuinWallHorizontalSmall>
<PipesBackground sprite="Content/Map/testroom.png" sourcerect="381,795,192,192" depth = "1.0"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<RuinWallVerticalSmall category="Alien" castshadow="true"
width= "54" height="128" resizevertical="true" body="true" health="500">
<sprite texture="Content/Map/ruins.png" sourcerect="842,192,54,832" depth ="0.063"/>
</RuinWallVerticalSmall>
<SlopeForward sprite="Content/Map/structures2.png" sourcerect="0,0,224,64"
width="16" height="16" resizehorizontal="true" resizevertical="true" depth = "0.95"/>
<SlopeBack sprite="Content/Map/structures2.png" sourcerect="0,64,224,64"
width="16" height="16" resizehorizontal="true" resizevertical="true" depth = "0.95"/>
<RuinBack category="Alien"
width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/ruins.png" sourcerect="0,0,512,512" depth ="0.98"/>
</RuinBack>
<stairsright sprite="Content/Map/testroom.png" sourcerect="100,667,256,320"
width="256" height="320" depth = "0.1" stairdirection="Right"/>
<RuinBackCarvings category="Alien"
width="64" height="64" resizehorizontal="true" resizevertical="true">
<sprite texture="Content/Map/ruins.png" sourcerect="512,0,233,512" depth ="0.981" />
</RuinBackCarvings>
<stairsleft sprite="Content/Map/testroom.png" fliphorizontal="true" sourcerect="100,667,256,320"
width="256" height="320" depth = "0.1" stairdirection="Left"/>
<RuinBlock category="Alien"
width="514" height="296">
<sprite texture="Content/Map/ruins.png" sourcerect="0,513,514,296" depth ="0.99" />
</RuinBlock>
<bunk sprite="Content/Map/testroom.png" sourcerect="130,514,173,129"
width="173" height="129" depth = "0.9"/>
<RuinFractalBall category="Alien"
width="512" height="512">
<sprite texture="Content/Map/ruins2.png" sourcerect="0,0,512,512" depth ="0.971" />
</RuinFractalBall>
<RuinWallHorizontal category="Alien" sprite="Content/Map/ruins.png" sourcerect="0,896,832,128" depth ="0.06" castshadow="true"
width = "128" height ="128" resizehorizontal="true" body="true" health="500"/>
<RuinWallVertical category="Alien" sprite="Content/Map/ruins.png" sourcerect="896,192,128,832" depth ="0.061" castshadow="true"
width = "128" height ="128" resizevertical="true" body="true" health="500"/>
<RuinWallHorizontalSmall category="Alien" sprite="Content/Map/ruins.png" sourcerect="0,842,832,54" depth ="0.062" castshadow="true"
width = "128" height ="54" resizehorizontal="true" body="true" health="500"/>
<RuinWallVerticalSmall category="Alien" sprite="Content/Map/ruins.png" sourcerect="842,192,54,832" depth ="0.063" castshadow="true"
width = "54" height ="128" resizevertical="true" body="true" health="500"/>
<RuinBack category="Alien" sprite="Content/Map/ruins.png" sourcerect="0,0,512,512" depth ="0.98"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<RuinBackCarvings category="Alien" sprite="Content/Map/ruins.png" sourcerect="512,0,233,512" depth ="0.981"
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
<RuinBlock category="Alien" sprite="Content/Map/ruins.png" sourcerect="0,513,514,296" depth ="0.99"
width="514" height="296"/>
<RuinFractalBall category="Alien" sprite="Content/Map/ruins2.png" sourcerect="0,0,512,512" depth ="0.971"
width="512" height="512"/>
<RuinClaw category="Alien" sprite="Content/Map/ruins2.png" sourcerect="512,517,126,270" depth ="0.97"
width="126" height="270"/>
<RuinClaw category="Alien"
width="126" height="270">
<sprite texture="Content/Map/ruins2.png" sourcerect="512,517,126,270" depth ="0.97"/>
</RuinClaw>
</prefabs>

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@@ -234,4 +234,68 @@
velocitychange="0.0, 1.0">
<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
</flare>
<shrapnel
startsizemin="0.1,0.1" startsizemax="1.0,1.0"
startrotationmin ="0.0" startrotationmax="360"
startcolor="1.0, 1.0, 1.0" startalpha="1.0"
colorchange="0.0, 0.0, 0.0, -0.3"
lifetime="10.0"
drawtarget="both"
collideswithwalls="true"
collisionradius="10.0"
restitution="0.2"
waterdrag="0.1"
growtime ="0.0"
velocitychange="0.0, -5.0">
<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="192,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="224,0,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="192,32,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="224,32,32,32"/>
</shrapnel>
<iceshards
startsizemin="0.1,0.1" startsizemax="1.0,1.0"
startrotationmin ="0.0" startrotationmax="360"
startcolor="1.0, 1.0, 1.0" startalpha="1.0"
colorchange="0.0, 0.0, 0.0, -0.3"
lifetime="10.0"
drawtarget="both"
collideswithwalls="true"
collisionradius="10.0"
restitution="0.2"
waterdrag="0.3"
growtime ="0.0"
velocitychange="0.0, -5.0">
<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,64,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,64,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,64,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,64,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,64,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,64,48,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="208,64,48,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="192,96,32,32"/>
<sprite texture="Content/Particles/shrapnel.png" sourcerect="224,96,32,32"/>
</iceshards>
</prefabs>

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@@ -3,14 +3,20 @@
<damagesound file="Content/Sounds/Damage/StructureBlunt1.ogg" damagerange="0.0,30.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt2.ogg" damagerange="20.0,30.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt3.ogg" damagerange="25.0,50.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt4.ogg" damagerange="40.0,80.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt5.ogg" damagerange="60.0,80.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt6.ogg" damagerange="60.0,100.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt7.ogg" damagerange="80.0,100.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt4.ogg" damagerange="25.0,50.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt5.ogg" damagerange="40.0,60.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt6.ogg" damagerange="40.0,70.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt7.ogg" damagerange="60.0,90.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt8.ogg" damagerange="60.0,90.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt9.ogg" damagerange="80.0,100.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureBlunt10.ogg" damagerange="80.0,100.0" damagesoundtype="StructureBlunt"/>
<damagesound file="Content/Sounds/Damage/StructureCrunch1.ogg" damagerange="0.0,40.0" damagesoundtype="StructureSlash"/>
<damagesound file="Content/Sounds/Damage/StructureCrunch2.ogg" damagerange="5.0,70.0" damagesoundtype="StructureSlash"/>
<damagesound file="Content/Sounds/Damage/StructureCrunch3.ogg" damagerange="5.0,100.0" damagesoundtype="StructureSlash"/>
<damagesound file="Content/Sounds/Damage/StructureCrunch3.ogg" damagerange="5.0,70.0" damagesoundtype="StructureSlash"/>
<damagesound file="Content/Sounds/Damage/StructureCrunch4.ogg" damagerange="25.0,100.0" damagesoundtype="StructureSlash"/>
<damagesound file="Content/Sounds/Damage/StructureCrunch5.ogg" damagerange="25.0,100.0" damagesoundtype="StructureSlash"/>
<damagesound file="Content/Sounds/Damage/LimbBlunt1.ogg" damagerange="0.0,40.0" damagesoundtype="LimbBlunt"/>
<damagesound file="Content/Sounds/Damage/LimbBlunt2.ogg" damagerange="0.0,40.0" damagesoundtype="LimbBlunt"/>

View File

@@ -0,0 +1,38 @@
Texture xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture xStencil;
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
float aCutoff;
float aMultiplier;
float cCutoff;
float cMultiplier;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = tex2D(TextureSampler, texCoord);
float4 stencilColor = tex2D(StencilSampler, texCoord);
float aDiff = stencilColor.a - aCutoff;
clip(aDiff);
float cDiff = stencilColor.a - cCutoff;
return float4(
lerp(stencilColor.rgb, c.rgb, clamp(cDiff * cMultiplier, 0.0f, 1.0f)),
min(aDiff * aMultiplier, c.a));
}
technique StencilShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_3 main();
}
}

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@@ -93,6 +93,8 @@ namespace Barotrauma
protected Item closestItem;
private Character closestCharacter, selectedCharacter;
private Dictionary<object, HUDProgressBar> hudProgressBars;
protected bool isDead;
private CauseOfDeath lastAttackCauseOfDeath;
private CauseOfDeath causeOfDeath;
@@ -301,6 +303,11 @@ namespace Barotrauma
}
}
public Dictionary<object, HUDProgressBar> HUDProgressBars
{
get { return hudProgressBars; }
}
public HuskInfection huskInfection;
public float HuskInfectionState
{
@@ -498,6 +505,8 @@ namespace Barotrauma
selectedItems = new Item[2];
hudProgressBars = new Dictionary<object, HUDProgressBar>();
IsNetworkPlayer = isNetworkPlayer;
oxygen = 100.0f;
@@ -516,8 +525,6 @@ namespace Barotrauma
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null || doc.Root == null) return;
SpeciesName = ToolBox.GetAttributeString(doc.Root, "name", "Unknown");
@@ -1184,6 +1191,16 @@ namespace Barotrauma
{
Lights.LightManager.ViewTarget = this;
CharacterHUD.Update(deltaTime, this);
foreach (HUDProgressBar progressBar in hudProgressBars.Values)
{
progressBar.Update(deltaTime);
}
foreach (var pb in hudProgressBars.Where(pb => pb.Value.FadeTimer<=0.0f).ToList())
{
hudProgressBars.Remove(pb.Key);
}
}
if (IsUnconscious)
@@ -1277,10 +1294,6 @@ namespace Barotrauma
if (!Enabled) return;
AnimController.Draw(spriteBatch);
//GUI.DrawLine(spriteBatch, ConvertUnits.ToDisplayUnits(animController.limbs[0].SimPosition.X, animController.limbs[0].SimPosition.Y),
// ConvertUnits.ToDisplayUnits(animController.limbs[0].SimPosition.X, animController.limbs[0].SimPosition.Y) +
// ConvertUnits.ToDisplayUnits(animController.targetMovement.X, animController.targetMovement.Y), Color.Green);
}
public void DrawHUD(SpriteBatch spriteBatch, Camera cam)
@@ -1292,9 +1305,6 @@ namespace Barotrauma
{
if (!Enabled) return;
Vector2 pos = DrawPosition;
pos.Y = -pos.Y;
if (GameMain.DebugDraw)
{
AnimController.DebugDraw(spriteBatch);
@@ -1303,6 +1313,9 @@ namespace Barotrauma
}
if (this == controlled) return;
Vector2 pos = DrawPosition;
pos.Y = -pos.Y;
if (info != null)
{
@@ -1333,6 +1346,26 @@ namespace Barotrauma
}
}
/// <summary>
/// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object)
/// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
/// </summary>
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
{
HUDProgressBar progressBar = null;
if (!hudProgressBars.TryGetValue(linkedObject, out progressBar))
{
progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor);
hudProgressBars.Add(linkedObject, progressBar);
}
progressBar.WorldPosition = worldPosition;
progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f);
progressBar.Progress = progress;
return progressBar;
}
public void PlaySound(AIController.AiState state)
{
if (sounds == null || !sounds.Any()) return;

View File

@@ -150,7 +150,12 @@ namespace Barotrauma
textPos.Y += 25;
}
}
}
foreach (HUDProgressBar progressBar in character.HUDProgressBars.Values)
{
progressBar.Draw(spriteBatch, cam);
}
}
if (Screen.Selected == GameMain.EditMapScreen) return;

View File

@@ -0,0 +1,87 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma
{
class HUDProgressBar
{
private float progress;
public float Progress
{
get { return progress; }
set { progress = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
public float FadeTimer;
private Color fullColor, emptyColor;
private Vector2 worldPosition;
public Vector2 WorldPosition
{
get
{
return worldPosition;
}
set
{
worldPosition = value;
if (parentSub != null)
{
worldPosition -= parentSub.DrawPosition;
}
}
}
public Vector2 Size;
private Submarine parentSub;
public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine = null)
: this(worldPosition, parentSubmarine, Color.Red, Color.Green)
{
}
public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine, Color emptyColor, Color fullColor)
{
this.emptyColor = emptyColor;
this.fullColor = fullColor;
parentSub = parentSubmarine;
WorldPosition = worldPosition;
Size = new Vector2(100.0f, 20.0f);
FadeTimer = 1.0f;
}
public void Update(float deltatime)
{
FadeTimer -= deltatime;
}
public void Draw(SpriteBatch spriteBatch, Camera cam)
{
float a = Math.Min(FadeTimer, 1.0f);
Vector2 pos = new Vector2(WorldPosition.X - Size.X / 2, WorldPosition.Y + Size.Y / 2);
if (parentSub != null)
{
pos += parentSub.DrawPosition;
}
pos = cam.WorldToScreen(pos);
GUI.DrawProgressBar(spriteBatch,
new Vector2(pos.X, -pos.Y),
Size, progress,
Color.Lerp(emptyColor, fullColor, progress) * a,
Color.White * a * 0.8f);
}
}
}

View File

@@ -273,12 +273,15 @@ namespace Barotrauma
public static void DrawProgressBar(SpriteBatch sb, Vector2 start, Vector2 size, float progress, Color clr, float depth = 0.0f)
{
//outlinecolor = "0.5, 0.57, 0.6, 1.0" >
DrawProgressBar(sb, start, size, progress, clr, new Color(0.5f, 0.57f, 0.6f, 1.0f), depth);
}
DrawRectangle(sb, new Vector2(start.X, -start.Y), size, new Color(0.5f, 0.57f, 0.6f, 1.0f), false, depth);
public static void DrawProgressBar(SpriteBatch sb, Vector2 start, Vector2 size, float progress, Color clr, Color outlineColor, float depth = 0.0f)
{
DrawRectangle(sb, new Vector2(start.X, -start.Y), size, outlineColor, false, depth);
int padding = 2;
DrawRectangle(sb, new Rectangle((int)start.X + padding, -(int)(start.Y - padding), (int)((size.X - padding * 2)*progress), (int)size.Y - padding * 2),
DrawRectangle(sb, new Rectangle((int)start.X + padding, -(int)(start.Y - padding), (int)((size.X - padding * 2) * progress), (int)size.Y - padding * 2),
clr, true, depth);
}

View File

@@ -7,7 +7,7 @@ using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Pickable : ItemComponent, IDrawableComponent
class Pickable : ItemComponent
{
protected Character picker;
@@ -125,6 +125,13 @@ namespace Barotrauma.Items.Components
yield return CoroutineStatus.Success;
}
picker.UpdateHUDProgressBar(
this,
item.WorldPosition,
pickTimer / requiredTime,
Color.Red, Color.Green);
picker.AnimController.Anim = AnimController.Animation.UsingConstruction;
picker.AnimController.TargetMovement = Vector2.Zero;
@@ -175,23 +182,7 @@ namespace Barotrauma.Items.Components
}
}
}
public void Draw(SpriteBatch spriteBatch, bool editing = false)
{
if (pickTimer <= 0.0f)
{
Drawable = false;
return;
}
float progressBarWidth = 100.0f;
GUI.DrawProgressBar(spriteBatch, item.DrawPosition + new Vector2(-progressBarWidth/2.0f, 50.0f), new Vector2(progressBarWidth, 15.0f),
pickTimer / PickingTime,
Color.Lerp(Color.Red, Color.Green, pickTimer / PickingTime));
}
public override void Drop(Character dropper)
{
if (picker == null)

View File

@@ -178,11 +178,24 @@ namespace Barotrauma.Items.Components
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) return;
if (targetStructure.IsPlatform) return;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return;
targetStructure.HighLightSection(sectionIndex);
Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
if (targetStructure.Submarine != null)
{
progressBarPos += targetStructure.Submarine.DrawPosition;
}
var progressBar = user.UpdateHUDProgressBar(
targetStructure,
progressBarPos,
1.0f - targetStructure.SectionDamage(sectionIndex) / targetStructure.Health,
Color.Red, Color.Green);
progressBar.Size = new Vector2(60.0f, 20.0f);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
@@ -195,12 +208,10 @@ namespace Barotrauma.Items.Components
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
{
targetStructure.HighLightSection(sectionIndex + i);
//targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
@@ -213,7 +224,7 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
Gap leak = objective.OperateTarget as Gap;
@@ -222,7 +233,7 @@ namespace Barotrauma.Items.Components
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
//too far away -> consider this done and hope the AI is smart enough to move closer
if (dist > range*5.0f) return true;
if (dist > range * 5.0f) return true;
//steer closer if almost in range
if (dist > range)
@@ -240,8 +251,6 @@ namespace Barotrauma.Items.Components
//close enough -> stop moving
character.AIController.SteeringManager.Reset();
}
character.CursorPosition = leak.Position;
character.SetInput(InputType.Aim, false, true);

View File

@@ -163,6 +163,8 @@ namespace Barotrauma
hulls[1] = temp;
}
flowTargetHull = hulls[0];
for (int i = 0 ; i <2; i++)
{
if (hulls[i]==null) continue;

View File

@@ -86,6 +86,30 @@ namespace Barotrauma
{
get { return null; }
}
public virtual bool DrawBelowWater
{
get
{
return Sprite != null && Sprite.Depth > 0.5f;
}
}
public virtual bool DrawOverWater
{
get
{
return !DrawBelowWater;
}
}
public virtual bool DrawDamageEffect
{
get
{
return false;
}
}
public virtual bool IsLinkable
{
@@ -203,6 +227,8 @@ namespace Barotrauma
public virtual void Draw(SpriteBatch spriteBatch, bool editing, bool back=true) {}
public virtual void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect) {}
public override void Remove()
{
base.Remove();

View File

@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
@@ -21,11 +20,10 @@ namespace Barotrauma
public float damage;
public Gap gap;
public int GapIndex;
public int GapID;
public float lastSentDamage;
public bool isHighLighted;
public ConvexHull hull;
public WallSection(Rectangle rect)
@@ -43,7 +41,7 @@ namespace Barotrauma
class Structure : MapEntity, IDamageable
{
public static int wallSectionSize = 100;
public static int wallSectionSize = 96;
public static List<Structure> WallList = new List<Structure>();
List<ConvexHull> convexHulls;
@@ -105,6 +103,30 @@ namespace Barotrauma
get { return prefab.MaxHealth; }
}
public override bool DrawBelowWater
{
get
{
return base.DrawBelowWater || prefab.BackgroundSprite != null;
}
}
public override bool DrawOverWater
{
get
{
return !DrawDamageEffect;
}
}
public override bool DrawDamageEffect
{
get
{
return prefab.HasBody;
}
}
public override Rectangle Rect
{
get
@@ -373,6 +395,20 @@ namespace Barotrauma
{
if (prefab.sprite == null) return;
Draw(spriteBatch, editing, back, null);
}
public override void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect)
{
Draw(spriteBatch, false, false, damageEffect);
}
private static float prevCutoff;
private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
{
if (prefab.sprite == null) return;
Color color = (isHighlighted) ? Color.Orange : Color.White;
if (isSelected && editing)
{
@@ -382,51 +418,46 @@ namespace Barotrauma
}
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
if(sections.Length == 1)
prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color,Point.Zero);
foreach (WallSection s in sections)
if (back && damageEffect == null)
{
Point offset = new Point(Math.Abs(rect.Location.X - s.rect.Location.X), Math.Abs(rect.Location.Y - s.rect.Location.Y));
if (sections.Length != 1 && s.damage < prefab.MaxHealth)
prefab.sprite.DrawTiled(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Vector2.Zero, color, offset);
if (s.isHighLighted)
if (prefab.BackgroundSprite != null)
{
GUI.DrawRectangle(spriteBatch,
new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height),
new Color((s.damage / prefab.MaxHealth), 1.0f - (s.damage / prefab.MaxHealth), 0.0f, 1.0f), true);
prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
Vector2.Zero, color, Point.Zero);
}
s.isHighLighted = false;
if (s.damage < 0.01f) continue;
GUI.DrawRectangle(spriteBatch,
new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height),
Color.Black * (s.damage / prefab.MaxHealth), true);
}
/*
if(_convexHulls == null) return;
var rand = new Random(32434324);
foreach (var hull in _convexHulls)
if (back == prefab.sprite.Depth > 0.5f || editing)
{
if (sections.Count(x => x.hull == hull) <= 1)
continue;
var col = new Color((int) (255 * rand.NextDouble()), (int)(255 * rand.NextDouble()), (int)(255 * rand.NextDouble()), 255);
GUI.DrawRectangle(spriteBatch,new Vector2 (hull.BoundingBox.X + drawOffset.X, -(hull.BoundingBox.Y + drawOffset.Y)), new Vector2(hull.BoundingBox.Width, hull.BoundingBox.Height),col,true );
}*/
foreach (WallSection s in sections)
{
if (damageEffect != null)
{
float newCutoff = Math.Min((s.damage / prefab.MaxHealth), 0.65f);
if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
{
damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff*1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply();
prevCutoff = newCutoff;
}
}
Point offset = new Point(Math.Abs(rect.Location.X - s.rect.Location.X), Math.Abs(rect.Location.Y - s.rect.Location.Y));
prefab.sprite.DrawTiled(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Vector2.Zero, color, offset);
}
}
}
private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact)
{
//Structure structure = f1.Body.UserData as Structure;
//if (f2.Body.UserData as Item != null)
//{
// if (prefab.IsPlatform || prefab.StairDirection != Direction.None) return false;
//}
if (prefab.IsPlatform)
{
Limb limb;
@@ -468,9 +499,12 @@ namespace Barotrauma
return true;
}
public void HighLightSection(int sectionIndex)
public WallSection GetSection(int sectionIndex)
{
sections[sectionIndex].isHighLighted = true;
if (sectionIndex < 0 || sectionIndex >= sections.Length) return null;
return sections[sectionIndex];
}
public bool SectionBodyDisabled(int sectionIndex)
@@ -503,8 +537,24 @@ namespace Barotrauma
if (sectionIndex < 0 || sectionIndex > sections.Length - 1) return;
if (GameMain.Client == null) SetDamage(sectionIndex, sections[sectionIndex].damage + damage);
var section = sections[sectionIndex];
int particleAmount = (int)(Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f));
particleAmount = Math.Min(particleAmount, 200);
for (int i = 0; i < particleAmount; i++)
{
Vector2 particlePos = new Vector2(
Rand.Range(section.rect.X, section.rect.Right),
Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y));
if (Submarine != null) particlePos += Submarine.DrawPosition;
var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)));
if (particle == null) break;
}
if (GameMain.Client == null) SetDamage(sectionIndex, section.damage + damage);
}
public int FindSectionIndex(Vector2 displayPos)
@@ -763,7 +813,7 @@ namespace Barotrauma
s.sections[index].damage =
ToolBox.GetAttributeFloat(subElement, "damage", 0.0f);
s.sections[index].GapIndex = ToolBox.GetAttributeInt(subElement, "gap", -1);
s.sections[index].GapID = ToolBox.GetAttributeInt(subElement, "gap", -1);
break;
}
@@ -774,9 +824,9 @@ namespace Barotrauma
{
foreach (WallSection s in sections)
{
if (s.GapIndex == -1) continue;
if (s.GapID == -1) continue;
s.gap = FindEntityByID((ushort)s.GapIndex) as Gap;
s.gap = FindEntityByID((ushort)s.GapID) as Gap;
if (s.gap != null) s.gap.ConnectedWall = this;
}
}

View File

@@ -52,6 +52,12 @@ namespace Barotrauma
{
get { return size; }
}
public Sprite BackgroundSprite
{
get;
private set;
}
public static void LoadAll(List<string> filePaths)
{
@@ -74,22 +80,45 @@ namespace Barotrauma
StructurePrefab sp = new StructurePrefab();
sp.name = element.Name.ToString();
Vector4 sourceVector = ToolBox.GetAttributeVector4(element, "sourcerect", new Vector4(0,0,1,1));
//Vector4 sourceVector = ToolBox.GetAttributeVector4(element, "sourcerect", new Vector4(0,0,1,1));
Rectangle sourceRect = new Rectangle(
(int)sourceVector.X,
(int)sourceVector.Y,
(int)sourceVector.Z,
(int)sourceVector.W);
//Rectangle sourceRect = new Rectangle(
// (int)sourceVector.X,
// (int)sourceVector.Y,
// (int)sourceVector.Z,
// (int)sourceVector.W);
if (element.Attribute("sprite") != null)
{
sp.sprite = new Sprite(element.Attribute("sprite").Value, sourceRect, Vector2.Zero);
//if (element.Attribute("sprite") != null)
//{
// sp.sprite = new Sprite(element.Attribute("sprite").Value, sourceRect, Vector2.Zero);
sp.sprite.Depth = ToolBox.GetAttributeFloat(element, "depth", 0.0f);
// sp.sprite.Depth = ToolBox.GetAttributeFloat(element, "depth", 0.0f);
if (ToolBox.GetAttributeBool(element, "fliphorizontal", false)) sp.sprite.effects = SpriteEffects.FlipHorizontally;
if (ToolBox.GetAttributeBool(element, "flipvertical", false)) sp.sprite.effects = SpriteEffects.FlipVertically;
//}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "sprite":
sp.sprite = new Sprite(subElement);
if (ToolBox.GetAttributeBool(subElement, "fliphorizontal", false))
sp.sprite.effects = SpriteEffects.FlipHorizontally;
if (ToolBox.GetAttributeBool(subElement, "flipvertical", false))
sp.sprite.effects = SpriteEffects.FlipVertically;
break;
case "backgroundsprite":
sp.BackgroundSprite = new Sprite(subElement);
if (ToolBox.GetAttributeBool(subElement, "fliphorizontal", false))
sp.BackgroundSprite.effects = SpriteEffects.FlipHorizontally;
if (ToolBox.GetAttributeBool(subElement, "flipvertical", false))
sp.BackgroundSprite.effects = SpriteEffects.FlipVertically;
break;
}
}
MapEntityCategory category;
@@ -119,8 +148,7 @@ namespace Barotrauma
sp.stairDirection = (Direction)Enum.Parse(typeof(Direction), ToolBox.GetAttributeString(element, "stairdirection", "None"), true);
sp.castShadow = ToolBox.GetAttributeBool(element, "castshadow", false);
sp.hasBody = ToolBox.GetAttributeBool(element, "body", false);
return sp;

View File

@@ -149,7 +149,7 @@ namespace Barotrauma
{
get
{
return subBody.Position;
return subBody ==null ? Vector2.Zero : subBody.Position;
}
}
@@ -287,16 +287,28 @@ namespace Barotrauma
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].Sprite == null || MapEntity.mapEntityList[i].Sprite.Depth < 0.5f)
if (MapEntity.mapEntityList[i].DrawOverWater)
MapEntity.mapEntityList[i].Draw(spriteBatch, editing, false);
}
}
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].DrawDamageEffect)
MapEntity.mapEntityList[i].DrawDamage(spriteBatch, damageEffect);
}
damageEffect.Parameters["aCutoff"].SetValue(0.0f);
damageEffect.Parameters["cCutoff"].SetValue(0.0f);
}
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].Sprite == null || MapEntity.mapEntityList[i].Sprite.Depth >= 0.5f)
if (MapEntity.mapEntityList[i].DrawBelowWater)
MapEntity.mapEntityList[i].Draw(spriteBatch, editing, true);
}
}

View File

@@ -444,6 +444,18 @@ namespace Barotrauma
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
ApplyImpact(wallImpact, -collisionNormal, contact);
Vector2 n;
FixedArray2<Vector2> particlePos;
contact.GetWorldManifold(out n, out particlePos);
int particleAmount = (int)(wallImpact*10.0f);
for (int i = 0; i < particleAmount; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("iceshards",
ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
Rand.Vector(Rand.Range(50.0f,500.0f)) + Velocity);
}
return true;
}

View File

@@ -37,9 +37,8 @@ namespace Barotrauma.Particles
private Vector2 velocityChange;
private Vector2 drawPosition;
//private float checkCollisionTimer;
private float drawRotation;
private Hull currentHull;
private List<Gap> hullGaps;
@@ -65,35 +64,33 @@ namespace Barotrauma.Particles
get { return velocityChange; }
set { velocityChange = value; }
}
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null)
{
this.prefab = prefab;
spriteIndex = Rand.Int(prefab.Sprites.Count);
currentHull = Hull.FindHull(position, hullGuess);
//if (currentHull != null && currentHull.Submarine != null)
//{
// Vector2 subVel = ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
// //subVel.Y = -subVel.Y;
// speed += subVel;
//}
//else
//{
// int a = 1;
//}
//if (currentHull == null) position = Submarine.Loaded == null ? position : position + Submarine.Loaded.Position;
this.position = position;
prevPosition = position;
drawPosition = position;
velocity = MathUtils.IsValid(speed) ? speed : Vector2.Zero;
if (currentHull != null && currentHull.Submarine != null)
{
velocity += ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
}
this.rotation = rotation + Rand.Range(prefab.StartRotationMin, prefab.StartRotationMax);
prevRotation = rotation;
@@ -106,7 +103,7 @@ namespace Barotrauma.Particles
sizeChange = prefab.SizeChangeMin + (prefab.SizeChangeMax - prefab.SizeChangeMin) * Rand.Range(0.0f, 1.0f);
color = prefab.StartColor;
color = new Color(prefab.StartColor, 1.0f);
alpha = prefab.StartAlpha;
velocityChange = prefab.VelocityChange;
@@ -116,8 +113,6 @@ namespace Barotrauma.Particles
if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
{
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
//hullLimits = new List<Hull>();
//hullLimits = FindLimits(position);
}
if (prefab.RotateToDirection)
@@ -128,26 +123,14 @@ namespace Barotrauma.Particles
}
}
//private List<Hull> FindLimits(Vector2 position)
//{
// List<Hull> hullList = new List<Hull>();
// currentHull = Hull.FindHull(position);
// if (currentHull == null) return hullList;
// hullList.Add(currentHull);
// return FindAdjacentHulls(hullList, currentHull, Math.Abs(velocity.X) > Math.Abs(velocity.Y));
//}
public bool Update(float deltaTime)
{
Vector2 subVel = currentHull ==null || currentHull.Submarine==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
prevPosition = position;
prevRotation = rotation;
//over 3 times faster than position += velocity * deltatime
position.X += (velocity.X+subVel.X) * deltaTime;
position.Y += (velocity.Y+subVel.Y) * deltaTime;
position.X += velocity.X * deltaTime;
position.Y += velocity.Y * deltaTime;
if (prefab.RotateToDirection)
{
@@ -161,6 +144,16 @@ namespace Barotrauma.Particles
rotation += angularVelocity * deltaTime;
}
if (prefab.WaterDrag > 0.0f &&
(currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface)))
{
ApplyDrag(prefab.WaterDrag, deltaTime);
}
else if (prefab.Drag > 0.0f)
{
ApplyDrag(prefab.Drag, deltaTime);
}
velocity.X += velocityChange.X * deltaTime;
velocity.Y += velocityChange.Y * deltaTime;
@@ -174,11 +167,21 @@ namespace Barotrauma.Particles
color.G / 255.0f + prefab.ColorChange.Y * deltaTime,
color.B / 255.0f + prefab.ColorChange.Z * deltaTime);
if ((prefab.DeleteOnCollision || prefab.CollidesWithWalls) && currentHull!=null)
if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
{
Vector2 edgePos = position + prefab.CollisionRadius * Vector2.Normalize(velocity) * size.X;
if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
if (currentHull == null)
{
Hull collidedHull = Hull.FindHull(position);
if (collidedHull != null)
{
if (prefab.DeleteOnCollision) return false;
OnWallCollisionOutside(collidedHull);
}
}
else if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
{
if (prefab.DeleteOnCollision) return false;
@@ -196,15 +199,13 @@ namespace Barotrauma.Particles
if (Math.Sign(velocity.X) != Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X)) continue;
}
//Rectangle enlargedRect = new Rectangle(gap.Rect.X - 10, gap.Rect.Y + 10, gap.Rect.Width + 20, gap.Rect.Height + 20);
//if (!Submarine.RectContains(enlargedRect, position)) continue;
gapFound = true;
break;
}
if (!gapFound)
{
OnWallCollision(currentHull, edgePos);
OnWallCollisionInside(currentHull, edgePos);
}
else
{
@@ -212,21 +213,8 @@ namespace Barotrauma.Particles
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
if (OnChangeHull != null) OnChangeHull(edgePos, currentHull);
}
//Hull prevHull = Hull.FindHull(prevPosition, hullLimits, currentHull);
//if (prevHull == null) return false;
}
//if (position.Y < currentHull.Rect.Y-currentHull.Rect.Height)
//{
// position.Y = currentHull.Rect.Y - currentHull.Rect.Height;
// velocity.Y *= -0.2f;
//}
//if (!Submarine.RectContains(currentHull.Rect, position)) return false;
}
lifeTime -= deltaTime;
@@ -236,58 +224,104 @@ namespace Barotrauma.Particles
return true;
}
private void OnWallCollision(Hull prevHull, Vector2 position)
private void ApplyDrag(float dragCoefficient, float deltaTime)
{
if (velocity == Vector2.Zero) return;
float speed = velocity.Length();
velocity -= (velocity / speed) * Math.Min(speed * speed * prefab.WaterDrag * deltaTime, 1.0f);
}
private void OnWallCollisionInside(Hull prevHull, Vector2 position)
{
Rectangle prevHullRect = prevHull.WorldRect;
Vector2 subVel = ConvertUnits.ToDisplayUnits(prevHull.Submarine.Velocity);
velocity -= subVel;
if (position.Y < prevHullRect.Y - prevHullRect.Height)
{
position.Y = prevHullRect.Y - prevHullRect.Height + 1.0f;
position.Y = prevHullRect.Y - prevHullRect.Height + prefab.CollisionRadius;
velocity.Y = -velocity.Y;
}
else if (position.Y > prevHullRect.Y)
{
position.Y = prevHullRect.Y - 1.0f;
position.Y = prevHullRect.Y - prefab.CollisionRadius;
velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
velocity.Y = -velocity.Y * 0.1f;
}
if (position.X < prevHullRect.X)
{
position.X = prevHullRect.X + 1.0f;
position.X = prevHullRect.X + prefab.CollisionRadius;
velocity.X = -velocity.X;
}
else if (position.X > prevHullRect.X + prevHullRect.Width)
{
position.X = prevHullRect.X + prevHullRect.Width - 1.0f;
position.X = prevHullRect.X + prevHullRect.Width - prefab.CollisionRadius;
velocity.X = -velocity.X;
}
velocity *= prefab.Restitution;
velocity += subVel;
}
private void OnWallCollisionOutside(Hull collisionHull)
{
Rectangle hullRect = collisionHull.WorldRect;
if (position.Y < hullRect.Y - hullRect.Height)
{
position.Y = hullRect.Y - hullRect.Height - prefab.CollisionRadius;
velocity.Y = -velocity.Y;
}
else if (position.Y > hullRect.Y)
{
position.Y = hullRect.Y + prefab.CollisionRadius;
velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
velocity.Y = -velocity.Y;
}
if (position.X < hullRect.X)
{
position.X = hullRect.X - prefab.CollisionRadius;
velocity.X = -velocity.X;
}
else if (position.X > hullRect.X + hullRect.Width)
{
position.X = hullRect.X + hullRect.Width + prefab.CollisionRadius;
velocity.X = -velocity.X;
}
velocity *= prefab.Restitution;
}
public void Draw(SpriteBatch spriteBatch)
public void UpdateDrawPos()
{
drawPosition = Physics.Interpolate(prevPosition, position);
float drawRotation = Physics.Interpolate(prevRotation, rotation);
//drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
Vector2 drawSize = size;
if (prefab.GrowTime>0.0f && totalLifeTime-lifeTime < prefab.GrowTime)
{
drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
}
prefab.Sprites[spriteIndex].Draw(spriteBatch,
new Vector2(drawPosition.X, -drawPosition.Y),
color * alpha,
prefab.Sprites[spriteIndex].Origin, drawRotation,
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
drawRotation = Physics.Interpolate(prevRotation, rotation);
prevPosition = position;
prevRotation = rotation;
}
public void Draw(SpriteBatch spriteBatch)
{
Vector2 drawSize = size;
if (prefab.GrowTime > 0.0f && totalLifeTime - lifeTime < prefab.GrowTime)
{
drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
}
prefab.Sprites[spriteIndex].Draw(spriteBatch,
new Vector2(drawPosition.X, -drawPosition.Y),
color * alpha,
prefab.Sprites[spriteIndex].Origin, drawRotation,
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
}
}
}

View File

@@ -113,6 +113,14 @@ namespace Barotrauma.Particles
}
}
public void UpdateTransforms()
{
for (int i = 0; i < particleCount; i++)
{
particles[i].UpdateDrawPos();
}
}
public void Draw(SpriteBatch spriteBatch, bool inWater, ParticleBlendState blendState)
{
ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;

View File

@@ -20,6 +20,8 @@ namespace Barotrauma.Particles
public readonly Vector2 StartSizeMin, StartSizeMax;
public readonly Vector2 SizeChangeMin, SizeChangeMax;
public readonly float Drag, WaterDrag;
public readonly Color StartColor;
public readonly float StartAlpha;
@@ -89,6 +91,9 @@ namespace Barotrauma.Particles
SizeChangeMax = SizeChangeMin;
}
Drag = ToolBox.GetAttributeFloat(element, "drag", 0.0f);
WaterDrag = ToolBox.GetAttributeFloat(element, "waterdrag", 0.0f);
Restitution = ToolBox.GetAttributeFloat(element, "restitution", 0.5f);
switch (ToolBox.GetAttributeString(element, "blendstate", "alphablend"))

View File

@@ -18,6 +18,10 @@ namespace Barotrauma
private BlurEffect lightBlur;
private Effect damageEffect;
private Texture2D damageStencil;
public BackgroundCreatureManager BackgroundCreatureManager;
public Camera Cam
@@ -46,10 +50,14 @@ namespace Barotrauma
var blurEffect = content.Load<Effect>("blurshader");
#endif
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
damageEffect = content.Load<Effect>("damageshader");
damageEffect.Parameters["xStencil"].SetValue(damageStencil);
damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);
}
public override void Select()
@@ -101,23 +109,24 @@ namespace Barotrauma
}
#endif
if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
//EventManager.Update(gameTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
Character.UpdateAll(cam, (float)deltaTime);
BackgroundCreatureManager.Update(cam, (float)deltaTime);
GameMain.ParticleManager.Update((float)deltaTime);
StatusEffect.UpdateAll((float)deltaTime);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
//Physics.accumulator = Physics.step;
while (Physics.accumulator >= Physics.step)
{
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step);
//EventManager.Update(gameTime);
if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step);
Character.UpdateAll(cam, (float)Physics.step);
BackgroundCreatureManager.Update(cam, (float)Physics.step);
GameMain.ParticleManager.Update((float)Physics.step);
StatusEffect.UpdateAll((float)Physics.step);
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
{
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
@@ -160,7 +169,10 @@ namespace Barotrauma
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform(true);
cam.UpdateTransform(true);
//damageStencil = TextureLoader.FromFile("Content/Map/background.png");
DrawMap(graphics, spriteBatch);
@@ -199,6 +211,8 @@ namespace Barotrauma
sub.UpdateTransform();
}
GameMain.ParticleManager.UpdateTransforms();
GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
@@ -324,6 +338,17 @@ namespace Barotrauma
Submarine.DrawFront(spriteBatch);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
damageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, damageEffect);
spriteBatch.End();
GameMain.LightManager.DrawLightMap(spriteBatch, cam, lightBlur.Effect);