Infinite wall fixes, pressure damage to sub, sub/mode voting & randomization working now, better ui scaling

This commit is contained in:
Regalis
2015-10-31 00:29:51 +02:00
parent dc4b502248
commit bcc96cee97
33 changed files with 1068 additions and 151 deletions

View File

@@ -14,7 +14,7 @@ namespace Barotrauma
None,
StructureBlunt, StructureSlash,
LimbBlunt, LimbSlash, LimbArmor,
Implode }
Implode, Pressure }
public struct DamageSound
{
@@ -228,7 +228,11 @@ namespace Barotrauma
}
List<BackgroundMusic> suitableMusic = null;
if (criticalTask == null)
if (Submarine.Loaded!=null && Submarine.Loaded.Position.Y<0.0f)
{
suitableMusic = musicClips.Where(x => x != null && x.type == "deep").ToList();
}
else if (criticalTask == null)
{
suitableMusic = musicClips.Where(x => x != null && x.type == "default").ToList();
}
@@ -278,7 +282,7 @@ namespace Barotrauma
PlayDamageSound(damageType, damage, bodyPosition);
}
public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position)
public static void PlayDamageSound(DamageSoundType damageType, float damage, Vector2 position, float range = 2000.0f)
{
damage = MathHelper.Clamp(damage+Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
var sounds = damageSounds.Where(x => damage >= x.damageRange.X && damage <= x.damageRange.Y && x.damageType == damageType).ToList();
@@ -291,7 +295,7 @@ namespace Barotrauma
{
if (i == selectedSound)
{
s.sound.Play(1.0f, 2000.0f, position);
s.sound.Play(1.0f, range, position);
Debug.WriteLine("playing: " + s.sound);
return;
}