- 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
+3 -1
View File
@@ -139,8 +139,10 @@ namespace Barotrauma
int iconX = iconIndices[(int)spawnType]*IconSize % iconTexture.Width;
int iconY = (int)(Math.Floor(iconIndices[(int)spawnType]*IconSize / (float)iconTexture.Width))*IconSize;
int iconSize = ConnectedGap == null && Ladders == null ? IconSize : (int)(IconSize * 1.5f);
spriteBatch.Draw(iconTexture,
new Rectangle((int)(drawPos.X - IconSize/2), (int)(drawPos.Y - IconSize/2), IconSize, IconSize),
new Rectangle((int)(drawPos.X - iconSize/2), (int)(drawPos.Y - iconSize/2), iconSize, iconSize),
new Rectangle(iconX, iconY, IconSize,IconSize), clr);
//GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height), clr, true);