Taking structure offset from origin into account when spawning the sub, repairtool automatically targets last section if welding the second-to-last
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@@ -119,7 +119,10 @@ namespace Barotrauma
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if (level != null)
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{
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level.Generate();
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submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
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Vector2 subOffsetFromCenter = new Vector2(Submarine.Borders.Center.X, Submarine.Borders.Y - Submarine.Borders.Height / 2);
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submarine.SetPosition(level.StartPosition - subOffsetFromCenter - new Vector2(0.0f, 2000.0f));
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
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}
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@@ -170,13 +170,19 @@ namespace Barotrauma.Items.Components
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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int nextSectionLength = targetStructure.SectionLength(sectionIndex + 1);
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if (nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f)
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for (int i = -1; i<2; i+=2)
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{
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targetStructure.HighLightSection(sectionIndex + 1);
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targetStructure.AddDamage(sectionIndex + 1, -StructureFixAmount * degreeOfSuccess);
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int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
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if ((sectionIndex==1 && i ==-1) ||
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(sectionIndex==targetStructure.SectionCount-2 && i == 1) ||
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(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
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{
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targetStructure.HighLightSection(sectionIndex + i);
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targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
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}
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}
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}
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else if ((targetLimb = (targetBody.UserData as Limb)) != null)
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{
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@@ -239,11 +239,11 @@ namespace Barotrauma.Items.Components
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DrawMarker(spriteBatch,
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(GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
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(Level.Loaded.StartPosition - (Submarine.Loaded.Position + Submarine.HiddenSubPosition)), displayScale, center, (rect.Width * 0.55f));
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(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.55f));
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DrawMarker(spriteBatch,
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(GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
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(Level.Loaded.EndPosition - (Submarine.Loaded.Position+Submarine.HiddenSubPosition)), displayScale, center, (rect.Width * 0.55f));
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(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.55f));
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if (GameMain.GameSession.Mission != null)
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{
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@@ -253,7 +253,7 @@ namespace Barotrauma.Items.Components
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{
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DrawMarker(spriteBatch,
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mission.RadarLabel,
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mission.RadarPosition - (Submarine.Loaded.Position + Submarine.HiddenSubPosition), displayScale, center, (rect.Width * 0.55f));
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mission.RadarPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.55f));
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}
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}
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@@ -294,7 +294,7 @@ namespace Barotrauma
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wayPoint.MoveWithLevel = true;
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}
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//startPosition = pathCells[0].Center;
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startPosition.X = pathCells[0].Center.X;
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//endPosition = pathCells[pathCells.Count - 1].Center;
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foreach (List<Vector2> tunnel in smallTunnels)
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@@ -305,7 +305,7 @@ namespace Barotrauma
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var msgBox = new GUIMessageBox("Password required:", "", new string[] { "OK", "Cancel" });
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var passwordBox = new GUITextBox(new Rectangle(0,40,150,25), Alignment.TopLeft, GUI.Style, msgBox.children[0]);
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passwordBox.UserData = "password";
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var okButton = msgBox.Buttons[0];
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var cancelButton = msgBox.Buttons[1];
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