Fixed wall-attached sections of a wire not rendering when the item is being rewired outside the sub
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@@ -52,9 +52,16 @@ namespace Barotrauma.Items.Components
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}
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Vector2 drawOffset = Vector2.Zero;
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if (item.Submarine != null)
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Submarine sub = item.Submarine;
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if (IsActive && sub == null) // currently being rewired, we need to get the sub from the connections in case the wire has been taken outside
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{
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drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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}
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if (sub != null)
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{
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drawOffset = sub.DrawPosition + sub.HiddenSubPosition;
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}
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float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f);
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@@ -76,19 +83,11 @@ namespace Barotrauma.Items.Components
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, item.Submarine == null ? Color.Green : item.Color, drawOffset, depth, 0.3f);
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section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
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}
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if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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Submarine sub = null;
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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if (sub != null)
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{
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drawOffset = sub.DrawPosition + sub.HiddenSubPosition;
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}
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WireSection.Draw(
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spriteBatch,
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new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
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