Fixed wall damage not being visible if there's only one damaged section

This commit is contained in:
Regalis
2016-11-24 19:15:38 +02:00
parent 9d1d64901a
commit baf6a94e38
2 changed files with 7 additions and 3 deletions
+2 -3
View File
@@ -488,7 +488,6 @@ namespace Barotrauma
Draw(spriteBatch, false, false, damageEffect); Draw(spriteBatch, false, false, damageEffect);
} }
private static float prevCutoff;
private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null) private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
{ {
@@ -527,14 +526,14 @@ namespace Barotrauma
{ {
float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f); float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
if (Math.Abs(newCutoff - prevCutoff) > 0.01f) if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
{ {
damageEffect.Parameters["aCutoff"].SetValue(newCutoff); damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f); damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply(); damageEffect.CurrentTechnique.Passes[0].Apply();
prevCutoff = newCutoff; Submarine.DamageEffectCutoff = newCutoff;
} }
} }
+5
View File
@@ -373,6 +373,9 @@ namespace Barotrauma
} }
} }
public static float DamageEffectCutoff;
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false) public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
{ {
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList; var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
@@ -386,6 +389,8 @@ namespace Barotrauma
{ {
damageEffect.Parameters["aCutoff"].SetValue(0.0f); damageEffect.Parameters["aCutoff"].SetValue(0.0f);
damageEffect.Parameters["cCutoff"].SetValue(0.0f); damageEffect.Parameters["cCutoff"].SetValue(0.0f);
DamageEffectCutoff = 0.0f;
} }
} }