Renamed a couple of properties for consistency & removed unnecessary CPR blood particle scaling

This commit is contained in:
Joonas Rikkonen
2017-12-20 20:26:22 +02:00
parent dde320b387
commit 9ed2871ede
3 changed files with 14 additions and 20 deletions
@@ -394,26 +394,26 @@ namespace Barotrauma.Networking
var traitorRatioText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), "Traitor ratio: 20 %", "", settingsTabs[1], GUI.SmallFont); var traitorRatioText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), "Traitor ratio: 20 %", "", settingsTabs[1], GUI.SmallFont);
var traitorRatioSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 15), "", 0.1f, settingsTabs[1]); var traitorRatioSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 15), "", 0.1f, settingsTabs[1]);
//Prepare the slider before the tick box //Prepare the slider before the tick box
if (traitorUseRatio) if (TraitorUseRatio)
{ {
traitorRatioSlider.UserData = traitorRatioText; traitorRatioSlider.UserData = traitorRatioText;
traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
traitorRatioSlider.BarScroll = (traitorRatio - 0.1f) / 0.9f; traitorRatioSlider.BarScroll = (TraitorRatio - 0.1f) / 0.9f;
} }
else else
{ {
traitorRatioSlider.UserData = traitorRatioText; traitorRatioSlider.UserData = traitorRatioText;
traitorRatioSlider.Step = 1f / (maxPlayers-1); traitorRatioSlider.Step = 1f / (maxPlayers-1);
traitorRatioSlider.BarScroll = MathUtils.Round(traitorRatio, 1f); traitorRatioSlider.BarScroll = MathUtils.Round(TraitorRatio, 1f);
} }
//Slider END //Slider END
traitorRatioBox.Selected = traitorUseRatio; traitorRatioBox.Selected = TraitorUseRatio;
traitorRatioBox.OnSelected = (GUITickBox) => traitorRatioBox.OnSelected = (GUITickBox) =>
{ {
traitorUseRatio = GUITickBox.Selected; TraitorUseRatio = GUITickBox.Selected;
//Affect the slider graphics //Affect the slider graphics
if (traitorUseRatio) if (TraitorUseRatio)
{ {
traitorRatioSlider.UserData = traitorRatioText; traitorRatioSlider.UserData = traitorRatioText;
traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
@@ -432,15 +432,15 @@ namespace Barotrauma.Networking
traitorRatioSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) => traitorRatioSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{ {
GUITextBlock traitorText = scrollBar.UserData as GUITextBlock; GUITextBlock traitorText = scrollBar.UserData as GUITextBlock;
if (traitorUseRatio) if (TraitorUseRatio)
{ {
traitorRatio = barScroll * 0.9f + 0.1f; TraitorRatio = barScroll * 0.9f + 0.1f;
traitorText.Text = "Traitor ratio: " + (int)MathUtils.Round(traitorRatio * 100.0f, 1.0f) + " %"; traitorText.Text = "Traitor ratio: " + (int)MathUtils.Round(TraitorRatio * 100.0f, 1.0f) + " %";
} }
else else
{ {
traitorRatio = MathUtils.Round(barScroll * (maxPlayers-1), 1f) + 1; TraitorRatio = MathUtils.Round(barScroll * (maxPlayers-1), 1f) + 1;
traitorText.Text = "Traitor count: " + traitorRatio; traitorText.Text = "Traitor count: " + TraitorRatio;
} }
return true; return true;
}; };
@@ -1001,16 +1001,10 @@ namespace Barotrauma
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character); target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
#if CLIENT #if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body); SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
float bloodParticleAmount = 4;
float bloodParticleSize = 1.0f;
for (int i = 0; i < bloodParticleAmount; i++) for (int i = 0; i < 4; i++)
{ {
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull); var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
if (blood != null)
{
blood.Size *= bloodParticleSize;
}
} }
#endif #endif
} }
@@ -221,14 +221,14 @@ namespace Barotrauma.Networking
} }
[Serialize(true, true)] [Serialize(true, true)]
public bool traitorUseRatio public bool TraitorUseRatio
{ {
get; get;
private set; private set;
} }
[Serialize(0.2f, true)] [Serialize(0.2f, true)]
public float traitorRatio public float TraitorRatio
{ {
get; get;
private set; private set;