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

@@ -289,7 +289,7 @@ namespace Barotrauma
{
if (prefab.sprite == null) return;
Color color = (isHighlighted) ? Color.Green : Color.White;
Color color = (isHighlighted) ? Color.Orange : Color.White;
if (isSelected && editing) color = Color.Red;
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
@@ -583,8 +583,11 @@ namespace Barotrauma
element.Add(new XAttribute("name", prefab.Name),
new XAttribute("ID", ID),
new XAttribute("rect", rect.X + "," + rect.Y+","+rect.Width+","+rect.Height));
new XAttribute("rect",
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
rect.Width + "," + rect.Height));
for (int i = 0; i < sections.Count(); i++)
{
if (sections[i].damage == 0.0f) continue;