(bcb06cc5c) Unstable v0.9.9.0

This commit is contained in:
Juan Pablo Arce
2020-03-27 15:22:59 -03:00
parent c81486a993
commit b143329701
326 changed files with 9692 additions and 4364 deletions
@@ -91,7 +91,13 @@ namespace Barotrauma
c.DoVisibilityCheck(cam);
if (c.IsVisible != wasVisible)
{
c.AnimController.Limbs.ForEach(l => { if (l.LightSource != null) l.LightSource.Enabled = c.IsVisible; });
c.AnimController.Limbs.ForEach(l =>
{
if (l.LightSource != null)
{
l.LightSource.Enabled = c.IsVisible;
}
});
}
}
@@ -116,10 +122,12 @@ namespace Barotrauma
{
if (Submarine.MainSubs[i] == null) continue;
if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) continue;
Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : GUI.Style.Red * 0.5f;
GUI.DrawIndicator(
spriteBatch, Submarine.MainSubs[i].WorldPosition, cam,
spriteBatch, position, cam,
Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height),
GUI.SubmarineIcon, indicatorColor);
}
@@ -282,14 +290,23 @@ namespace Barotrauma
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch, cam);
if (GameMain.DebugDraw && GameMain.GameSession?.EventManager != null)
foreach (Character c in Character.CharacterList)
{
GameMain.GameSession.EventManager.DebugDraw(spriteBatch);
c.DrawFront(spriteBatch, cam);
}
if (Level.Loaded != null)
{
Level.Loaded.DrawFront(spriteBatch, cam);
}
if (GameMain.DebugDraw)
{
MapEntity.mapEntityList.ForEach(me => me.AiTarget?.Draw(spriteBatch));
Character.CharacterList.ForEach(c => c.AiTarget?.Draw(spriteBatch));
if (GameMain.GameSession?.EventManager != null)
{
GameMain.GameSession.EventManager.DebugDraw(spriteBatch);
}
}
spriteBatch.End();
if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Character.Controlled != null)