- wiring tool bugfixes
- new oxygen and welding fuel tank sprites - more reliable method of checking that the sub can pass through the level - moved the name of the highlighted item to the bottom of the screen
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@@ -162,7 +162,7 @@ namespace Barotrauma
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backgroundColor = new Color(backgroundColor, 1.0f);
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float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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minWidth = Math.Max(minWidth, 3500.0f);
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minWidth = Math.Max(minWidth, 6500.0f);
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startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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@@ -628,12 +628,11 @@ namespace Barotrauma
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if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
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}
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for (int x = -1; x <= 1; x++)
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for (float x = -minDistance; x <= minDistance; x+=siteInterval)
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{
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for (int y = -1; y <= 1; y++)
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for (float y = -minDistance; y <= minDistance; y += siteInterval)
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{
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if (x == 0 && y == 0) continue;
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Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance);
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Vector2 cornerPos = position + new Vector2(x,y);
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int cellIndex = FindCellIndex(cornerPos);
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if (cellIndex == -1) continue;
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