assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes

This commit is contained in:
Regalis
2015-08-03 23:25:22 +03:00
parent 01b1dfe0df
commit 9149408b36
44 changed files with 674 additions and 324 deletions
@@ -22,6 +22,8 @@ namespace Subsurface.Items.Components
float lightBrightness;
private float flicker;
[Editable, HasDefaultValue(100.0f, true)]
public float Range
{
@@ -31,6 +33,16 @@ namespace Subsurface.Items.Components
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
}
}
[HasDefaultValue(0.0f, false)]
public float Flicker
{
get { return flicker; }
set
{
flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
}
}
[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
public string LightColor
@@ -61,7 +73,7 @@ namespace Subsurface.Items.Components
string dir = Path.GetDirectoryName(item.Prefab.ConfigFile)+"\\";
for (int i = 0; i<4; i++)
{
sparkSounds[i] = Sound.Load(dir+"zap"+(i+1)+".ogg");
sparkSounds[i] = Sound.Load("Content/Items/Electricity/zap"+(i+1)+".ogg");
}
}
@@ -89,7 +101,7 @@ namespace Subsurface.Items.Components
}
Pickable pickable = item.GetComponent<Pickable>();
if (item.container!= null || (pickable!=null && pickable.Picker!=null))
if (item.container!= null)
{
light.Color = Color.Transparent;
return;
@@ -114,7 +126,7 @@ namespace Subsurface.Items.Components
lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
}
light.Color = lightColor * lightBrightness;
light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
light.Range = range * (float)Math.Sqrt(lightBrightness);