more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
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@@ -318,7 +318,7 @@ namespace Barotrauma.Items.Components
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if (item.Submarine != null) worldPos += item.Submarine.Position;
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worldPos.Y = -worldPos.Y;
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GUI.DrawRectangle(spriteBatch, worldPos+new Vector2(-3,3), new Vector2(6, 6), Color.Red, true, 0.0f);
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GUI.DrawRectangle(spriteBatch, worldPos+new Vector2(-3,-3), new Vector2(6, 6), Color.Red, true, 0.0f);
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if (GUIComponent.MouseOn != null ||
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Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) > 10.0f)
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@@ -326,7 +326,7 @@ namespace Barotrauma.Items.Components
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continue;
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}
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GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, 10), new Vector2(20, 20), Color.Red, false, 0.0f);
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GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
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if (selectedNodeIndex == null && !MapEntity.SelectedAny)
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{
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