(a410fd46c) Trying to help the merge script through a jungle of merges

This commit is contained in:
Joonas Rikkonen
2019-06-04 16:19:53 +03:00
parent 5208b922d8
commit bea7b58ff3
84 changed files with 1720 additions and 929 deletions
@@ -39,10 +39,14 @@ namespace Barotrauma
else if (Entity is Item)
{
color = Color.CadetBlue;
// disable the indicators for items, because they clutter the debug view
return;
}
else
{
color = Color.WhiteSmoke;
// disable the indicators for structures, because they clutter the debug view
return;
}
ShapeExtensions.DrawCircle(spriteBatch, pos, SightRange, 100, color, thickness: 1 / Screen.Selected.Cam.Zoom);
ShapeExtensions.DrawCircle(spriteBatch, pos, 6, 8, color, thickness: 2 / Screen.Selected.Cam.Zoom);
@@ -219,7 +219,7 @@ namespace Barotrauma
{
//hull subs don't match => teleport the camera to the other sub
character.Submarine = serverHull.Submarine;
character.CurrentHull = currentHull = serverHull;
character.CurrentHull = CurrentHull = serverHull;
SetPosition(serverPos.Position);
character.MemLocalState.Clear();
}
@@ -369,11 +369,11 @@ namespace Barotrauma
LimbJoints.ForEach(j => j.UpdateDeformations(deltaTime));
foreach (var deformation in SpriteDeformations)
{
if (character.IsDead && deformation.DeformationParams.StopWhenHostIsDead) { continue; }
if (deformation.DeformationParams.UseMovementSine)
{
if (this is AnimController animator)
{
//deformation.Phase = MathUtils.WrapAngleTwoPi(animator.WalkPos + MathHelper.Pi);
deformation.Phase = MathUtils.WrapAngleTwoPi(animator.WalkPos * deformation.DeformationParams.Frequency + MathHelper.Pi * deformation.DeformationParams.SineOffset);
}
}
@@ -538,13 +538,10 @@ namespace Barotrauma
if (wearable.InheritLimbDepth)
{
depth = ActiveSprite.Depth - depthStep;
if (wearable.DepthLimb != LimbType.None)
Limb depthLimb = (wearable.DepthLimb == LimbType.None) ? this : character.AnimController.GetLimb(wearable.DepthLimb);
if (depthLimb != null)
{
Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
if (depthLimb != null)
{
depth = depthLimb.ActiveSprite.Depth - depthStep;
}
depth = depthLimb.ActiveSprite.Depth - depthStep;
}
}
var wearableItemComponent = wearable.WearableComponent;