Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading
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@@ -260,15 +260,15 @@ namespace Subsurface
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if (isHighLighted)
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{
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Vector2 pos = new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height + 20) - GUI.font.MeasureString(item.Name)*0.5f;
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Vector2 pos = new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height + 20) - GUI.Font.MeasureString(item.Name)*0.5f;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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spriteBatch.DrawString(GUI.font, item.Name + " - "+item.ID, pos - new Vector2(1.0f,1.0f), Color.Black);
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spriteBatch.DrawString(GUI.font, item.Name + " - " + item.ID, pos, Color.White);
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spriteBatch.DrawString(GUI.Font, item.Name + " - "+item.ID, pos - new Vector2(1.0f,1.0f), Color.Black);
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spriteBatch.DrawString(GUI.Font, item.Name + " - " + item.ID, pos, Color.White);
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}
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if (item.Condition < 100.0f)
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spriteBatch.DrawString(GUI.font, (int)item.Condition + " %", new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), Color.Red);
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spriteBatch.DrawString(GUI.Font, (int)item.Condition + " %", new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), Color.Red);
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}
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public override void FillNetworkData(NetworkEventType type, NetOutgoingMessage message, object data)
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