- moving characters out of the way when the sub is teleported to the right position in multiplayer (monsters shouldn't randomly pop up inside the submarine anymore)
- taking sub position into account when snapping cursor position to the grid -> new items/structures are aligned with existing ones if editing the sub while a round is running
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@@ -24,7 +24,7 @@ namespace Barotrauma
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//position of the "actual submarine" which is rendered wherever the SubmarineBody is
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//should be in an unreachable place
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public static readonly Vector2 HiddenSubPosition = new Vector2(0.0f, 50032.0f);
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public static readonly Vector2 HiddenSubPosition = new Vector2(-50000.0f, 80000.0f);
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public static List<Submarine> SavedSubmarines = new List<Submarine>();
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@@ -249,7 +249,15 @@ namespace Barotrauma
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Vector2 position = PlayerInput.MousePosition;
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position = cam.ScreenToWorld(position);
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return VectorToWorldGrid(position);
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Vector2 worldGridPos = VectorToWorldGrid(position);
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if (loaded != null)
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{
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worldGridPos.X += loaded.Position.X % GridSize.X;
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worldGridPos.Y += loaded.Position.Y % GridSize.Y;
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}
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return worldGridPos;
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}
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public static Vector2 VectorToWorldGrid(Vector2 position)
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