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