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

This commit is contained in:
Regalis
2015-12-17 18:26:40 +02:00
parent 859be53d28
commit af470eab2e
53 changed files with 1065 additions and 427 deletions

View File

@@ -25,7 +25,7 @@ namespace Barotrauma
private LevelRenderer renderer;
//how close the sub has to be to start/endposition to exit
const float ExitDistance = 6000.0f;
public const float ExitDistance = 6000.0f;
private string seed;
@@ -56,12 +56,6 @@ namespace Barotrauma
get { return startPosition; }
}
public bool AtStartPosition
{
get;
private set;
}
public Vector2 Size
{
get { return new Vector2(borders.Width, borders.Height); }
@@ -71,13 +65,7 @@ namespace Barotrauma
{
get { return endPosition; }
}
public bool AtEndPosition
{
get;
private set;
}
public List<Vector2> PositionsOfInterest
{
get { return positionsOfInterest; }
@@ -380,6 +368,8 @@ namespace Barotrauma
endPosition = temp;
}
renderer.PlaceSprites(100);
Debug.WriteLine("**********************************************************************************");
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
Debug.WriteLine("Seed: "+seed);
@@ -967,7 +957,7 @@ namespace Barotrauma
renderer.Draw(spriteBatch);
}
public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundSpriteManager backgroundSpriteManager = null)
public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
{
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);