Lighting bugfixes, setting camera position to character on shift start

This commit is contained in:
Regalis
2015-12-26 22:35:28 +02:00
parent 064e2eadd0
commit 8c032d8368
10 changed files with 49 additions and 26 deletions

View File

@@ -356,7 +356,7 @@ namespace Barotrauma.Networking
{
if (myCharacter.IsDead)
{
Character.Controlled = null;
//Character.Controlled = null;
//GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
}
else if (gameStarted)
@@ -610,7 +610,7 @@ namespace Barotrauma.Networking
(float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
(float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.Position + offset * 0.8f;
GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.DrawPosition + offset * 0.8f;
//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
@@ -742,6 +742,7 @@ namespace Barotrauma.Networking
float closestDist = 0.0f;
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.SpawnType != SpawnType.Human) continue;
float dist = Vector2.Distance(wp.WorldPosition, position);
if (closestWaypoint != null && dist > closestDist) continue;