(6e187d247) Fixed contained items' status effects being added twice to the list of an ItemContainer's active status effects when swapping items. For example, when swapping a fuel rod with another one, the status effect that increases AvailableFuel would be applied twice, causing the reactor to act as if there were 2 rods in it. Closes #1643 + merge fix

This commit is contained in:
Joonas Rikkonen
2019-06-15 20:24:01 +03:00
parent f68c16d944
commit 87a0ee21eb
52 changed files with 497 additions and 983 deletions
@@ -51,6 +51,10 @@ namespace Barotrauma
{
iconSize = (int)(iconSize * 1.5f);
}
if (Stairs != null)
{
iconSize = (int)(iconSize * 1.5f);
}
spriteBatch.Draw(iconTexture,
new Rectangle((int)(drawPos.X - iconSize / 2), (int)(drawPos.Y - iconSize / 2), iconSize, iconSize),
@@ -93,7 +97,7 @@ namespace Barotrauma
editingHUD = CreateEditingHUD();
}
if (PlayerInput.LeftButtonClicked())
if (IsSelected && PlayerInput.LeftButtonClicked())
{
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
@@ -149,6 +153,23 @@ namespace Barotrauma
}
}
private void UpdateLinkedEntity<T>(Vector2 worldPos, IEnumerable<T> list, Action<T> match, Action<T> noMatch, int inflate = 0) where T : MapEntity
{
foreach (var entity in list)
{
var rect = entity.WorldRect;
rect.Inflate(inflate, inflate);
if (Submarine.RectContains(rect, worldPos))
{
match(entity);
}
else
{
noMatch(entity);
}
}
}
private bool ChangeSpawnType(GUIButton button, object obj)
{
GUITextBlock spawnTypeText = button.Parent.GetChildByUserData("spawntypetext") as GUITextBlock;