- 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
This commit is contained in:
Regalis
2016-01-20 23:31:37 +02:00
parent 75b8e44d3c
commit 97b3d8451c
19 changed files with 104 additions and 39 deletions
+4 -4
View File
@@ -253,7 +253,7 @@ namespace Barotrauma
if (particle != null)
{
particle.Size = particle.Size * Math.Abs(flowForce.X / 1000.0f);
particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f),5.0f);
}
pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
@@ -279,14 +279,14 @@ namespace Barotrauma
var splash = GameMain.ParticleManager.CreateParticle(
"watersplash",
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
-velocity);
-velocity, 0, FlowTargetHull);
if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
GameMain.ParticleManager.CreateParticle(
"bubbles",
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
flowForce / 2.0f);
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
flowForce / 2.0f, 0, FlowTargetHull);
}
}