New pump & railguncont sprites, saving fixes (disappearing items fixed?), moving LightManager.ViewPos to railgun when aiming, generating waypoints outside sub, easier wire node editing, characters stand when using a controller, shiftsummary crew status scrolling, stuff

This commit is contained in:
Regalis
2016-01-04 01:03:37 +02:00
parent cb1513f5e6
commit bc9ff32023
29 changed files with 279 additions and 126 deletions
+2 -2
View File
@@ -65,7 +65,7 @@ namespace Barotrauma
public int AlBufferId
{
get { return oggSound.AlBufferId; }
get { return oggSound==null ? -1 : oggSound.AlBufferId; }
}
public static void Init()
@@ -260,7 +260,7 @@ namespace Barotrauma
//System.Diagnostics.Debug.WriteLine("Removing sound " + filePath + " (buffer id" + AlBufferId + ")");
SoundManager.ClearAlSource(AlBufferId);
oggSound.Dispose();
if (oggSound!=null) oggSound.Dispose();
}
+3 -12
View File
@@ -240,7 +240,7 @@ namespace Barotrauma
{
suitableMusic = musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
}
else if (Submarine.Loaded!=null && Submarine.Loaded.Position.Y<SubmarineBody.DamageDepth+10000.0f)
else if (Submarine.Loaded!=null && Submarine.Loaded.AtDamageDepth)
{
suitableMusic = musicClips.Where(x => x != null && x.type == "deep").ToList();
}
@@ -302,17 +302,8 @@ namespace Barotrauma
int selectedSound = Rand.Int(sounds.Count());
int i = 0;
foreach (var s in sounds)
{
if (i == selectedSound)
{
s.sound.Play(1.0f, range, position);
Debug.WriteLine("playing: " + s.sound);
return;
}
i++;
}
sounds[selectedSound].sound.Play(1.0f, range, position);
Debug.WriteLine("playing: " + sounds[selectedSound].sound);
}
}