The wall at the top of the level is visible in sonars
This commit is contained in:
@@ -165,8 +165,15 @@ namespace Barotrauma.Items.Components
|
|||||||
|
|
||||||
if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
|
if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
|
||||||
{
|
{
|
||||||
List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
|
if (Level.Loaded.Size.Y - item.WorldPosition.Y < range)
|
||||||
|
{
|
||||||
|
CreateBlipsForLine(
|
||||||
|
new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
|
||||||
|
new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
|
||||||
|
radius, displayScale, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
|
||||||
foreach (VoronoiCell cell in cells)
|
foreach (VoronoiCell cell in cells)
|
||||||
{
|
{
|
||||||
foreach (GraphEdge edge in cell.edges)
|
foreach (GraphEdge edge in cell.edges)
|
||||||
|
|||||||
Reference in New Issue
Block a user