Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading
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@@ -274,7 +274,7 @@ namespace Subsurface.Items.Components
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private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, bool wireEquipped)
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{
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spriteBatch.DrawString(GUI.font, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
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spriteBatch.DrawString(GUI.Font, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X-10, (int)position.Y-10, 20, 20), Color.White);
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@@ -386,11 +386,11 @@ namespace Subsurface.Items.Components
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}
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}
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spriteBatch.DrawString(GUI.font, item.Name,
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spriteBatch.DrawString(GUI.Font, item.Name,
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new Vector2(textX, start.Y-30),
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(mouseOn && !wireEquipped) ? Color.Gold : Color.White,
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MathHelper.PiOver2,
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GUI.font.MeasureString(item.Name)*0.5f,
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GUI.Font.MeasureString(item.Name)*0.5f,
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1.0f, SpriteEffects.None, 0.0f);
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}
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