Fire extinguisher, burnt limbs, spectating improvements, option to disable spectating, jumpsuits for engi & mech, fireproof items, stuff

This commit is contained in:
Regalis
2015-11-18 20:02:45 +02:00
parent 7b6d92bb27
commit 9b08201972
36 changed files with 429 additions and 85 deletions
+63 -2
View File
@@ -212,9 +212,13 @@ namespace Barotrauma
hullList.Remove(this);
}
public void AddFireSource(FireSource fireSource)
public void AddFireSource(FireSource fireSource, bool createNetworkEvent = true)
{
fireSources.Add(fireSource);
if (createNetworkEvent)
{
new Networking.NetworkEvent(Networking.NetworkEventType.ImportantEntityUpdate, this.ID, false);
}
}
public override void Update(Camera cam, float deltaTime)
@@ -327,12 +331,21 @@ namespace Barotrauma
}
}
public void Extinquish(float deltaTime, float amount, Vector2 position)
{
for (int i = fireSources.Count - 1; i >= 0; i-- )
{
fireSources[i].Extinquish(deltaTime, amount, position);
}
}
public void RemoveFire(FireSource fire)
{
fireSources.Remove(fire);
new Networking.NetworkEvent(Networking.NetworkEventType.ImportantEntityUpdate, this.ID, false);
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (!editing && !GameMain.DebugDraw) return;
@@ -533,6 +546,16 @@ namespace Barotrauma
{
message.WriteRangedSingle(MathHelper.Clamp(volume/FullVolume, 0.0f, 1.5f), 0.0f, 1.5f, 6);
message.Write((byte)fireSources.Count, 4);
foreach (FireSource fireSource in fireSources)
{
Vector2 normalizedPos = new Vector2(
(fireSource.Position.X - rect.X) / rect.Width,
(fireSource.Position.Y - (rect.Y - rect.Height))/rect.Height);
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 4);
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 4);
}
return true;
}
@@ -554,6 +577,44 @@ namespace Barotrauma
}
Volume = newVolume;
int fireSourceCount = message.ReadByte(4);
List<FireSource> newFireSources = new List<FireSource>();
for (int i = 0; i < fireSourceCount; i++)
{
Vector2 pos = Vector2.Zero;
pos.X = message.ReadRangedSingle(0.0f, 1.0f, 4);
pos.Y = message.ReadRangedSingle(0.0f, 1.0f, 4);
if (!MathUtils.IsValid(pos)) continue;
pos.X = MathHelper.Clamp(pos.X, 0.05f, 0.95f);
pos.Y = MathHelper.Clamp(pos.Y, 0.05f, 0.95f);
pos = new Vector2(rect.X + rect.Width * pos.X, rect.Y - rect.Height + (rect.Height * pos.Y));
var existingFire = fireSources.Find(fs => fs.Contains(pos));
if (existingFire!=null)
{
newFireSources.Add(existingFire);
existingFire.Position = pos;
}
else
{
var newFire = new FireSource(pos, this, true);
//ignore if the fire wasn't added to this room (invalid position)?
if (!fireSources.Contains(newFire)) continue;
newFireSources.Add(newFire);
}
}
var toBeRemoved = fireSources.FindAll(fs => !newFireSources.Contains(fs));
for (int i = toBeRemoved.Count - 1; i >= 0; i--)
{
toBeRemoved[i].Remove(true);
}
fireSources = newFireSources;
}