Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs Subsurface/Source/Characters/Animation/HumanoidAnimController.cs Subsurface/Source/Characters/Character.cs Subsurface/Source/Items/Components/Door.cs Subsurface/Source/Items/Components/Power/PowerContainer.cs Subsurface/Source/Items/Components/Signal/Wire.cs Subsurface/Source/Items/Item.cs Subsurface/Source/Networking/ChatMessage.cs Subsurface/Source/Networking/GameClient.cs Subsurface/Source/Networking/GameServer.cs Subsurface/Source/Networking/GameServerLogin.cs Subsurface/Source/Networking/GameServerSettings.cs Subsurface/Source/Networking/NetworkMember.cs
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@@ -258,7 +258,6 @@ namespace Barotrauma
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}
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}
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if (prefab.CastShadow)
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{
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GenerateConvexHull();
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@@ -267,6 +266,11 @@ namespace Barotrauma
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InsertToList();
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}
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public override MapEntity Clone()
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{
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return new Structure(rect, prefab, Submarine);
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}
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private void CreateStairBodies()
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{
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bodies = new List<Body>();
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@@ -486,14 +490,13 @@ namespace Barotrauma
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Draw(spriteBatch, false, false, damageEffect);
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}
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private static float prevCutoff;
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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{
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if (prefab.sprite == null) return;
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Color color = (isHighlighted) ? Color.Orange : Color.White;
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if (isSelected && editing)
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if (IsSelected && editing)
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{
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color = Color.Red;
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@@ -525,14 +528,14 @@ namespace Barotrauma
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{
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float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
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if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
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{
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damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
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damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
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damageEffect.CurrentTechnique.Passes[0].Apply();
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prevCutoff = newCutoff;
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Submarine.DamageEffectCutoff = newCutoff;
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}
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}
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@@ -760,11 +763,10 @@ namespace Barotrauma
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if(CastShadow) GenerateConvexHull();
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}
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sections[sectionIndex].gap.Open = (damage / prefab.MaxHealth - 0.5f) * 2.0f;
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}
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if (sections[sectionIndex].gap != null)
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sections[sectionIndex].gap.Open = (damage/prefab.MaxHealth - 0.5f)*2;
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bool hadHole = SectionBodyDisabled(sectionIndex);
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sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.MaxHealth);
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