- Larger icon for gap/ladder waypoints
- Creature-sub collision damage improvements (takes velocity of the limb into account) - In-sub particles move with the sub - Fixed artifacts spawning to non-pickable positions - Fixed ItemInventories not being drawn if the item is in a subslot - CauseOfDeath = Drowning if the character is in water while running out of oxy - Some more deconstructable items
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@@ -253,7 +253,7 @@ namespace Barotrauma
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1.0f, SpriteEffects.None, 0.0f);
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}
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protected void UpdateSlot(SpriteBatch spriteBatch, Rectangle rect, int slotIndex, Item item, bool isSubSlot, bool drawItem=true)
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protected void UpdateSlot(SpriteBatch spriteBatch, Rectangle rect, int slotIndex, Item item, bool isSubSlot, float alpha = 0.4f, bool drawItem=true)
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{
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bool mouseOn = rect.Contains(PlayerInput.MousePosition) && !Locked;
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@@ -326,14 +326,14 @@ namespace Barotrauma
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}
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DrawSlot(spriteBatch, rect, (draggingItem == item && !mouseOn) ? null : item, mouseOn, isSubSlot, drawItem);
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DrawSlot(spriteBatch, rect, (draggingItem == item && !mouseOn) ? null : item, mouseOn, isSubSlot, alpha, drawItem);
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}
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protected void DrawSlot(SpriteBatch spriteBatch, Rectangle rect, Item item, bool isHighLighted, bool isSubSlot, bool drawItem=true)
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protected void DrawSlot(SpriteBatch spriteBatch, Rectangle rect, Item item, bool isHighLighted, bool isSubSlot, float alpha=0.4f, bool drawItem=true)
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{
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GUI.DrawRectangle(spriteBatch, rect, (isHighLighted ? Color.Red : Color.White) * ((isSubSlot) ? 0.1f : 0.3f), true);
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GUI.DrawRectangle(spriteBatch, rect, (isHighLighted ? Color.Red : Color.White) * alpha*0.75f, true);
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if (item != null && item.Condition < 100.0f)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Bottom - 4, rect.Width, 4), Color.Black, true);
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@@ -342,7 +342,7 @@ namespace Barotrauma
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Color.Lerp(Color.Red, Color.Green, item.Condition / 100.0f), true);
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}
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GUI.DrawRectangle(spriteBatch, rect, (isHighLighted ? Color.Red : Color.White) * ((isSubSlot) ? 0.2f : 0.4f), false);
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GUI.DrawRectangle(spriteBatch, rect, (isHighLighted ? Color.Red : Color.White) * alpha, false);
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if (item == null || !drawItem) return;
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