Loaded sounds are properly freed, ObjectProperty optimization, expanded skill effects (rangedweapon accuracy, welding efficiency, electrical shocks), armored wearables + ballistic vest & helmet

This commit is contained in:
Regalis
2015-09-28 19:48:31 +03:00
parent 97c3ac1412
commit cc16bb3ad7
34 changed files with 411 additions and 183 deletions

View File

@@ -19,6 +19,8 @@ namespace Subsurface
public float CameraShake;
private bool sparks, shockwave, flames;
//public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun = 0.0f, float force = 0.0f)
//{
// this.position = position;
@@ -36,6 +38,10 @@ namespace Subsurface
force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
sparks = ToolBox.GetAttributeBool(element, "sparks", true);
shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
flames = ToolBox.GetAttributeBool(element, "flames", true);
CameraShake = attack.Range*10.0f;
}
@@ -48,16 +54,25 @@ namespace Subsurface
{
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
GameMain.ParticleManager.CreateParticle("shockwave", displayPosition,
Vector2.Zero, 0.0f);
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", displayPosition,
Vector2.Zero, 0.0f);
}
for (int i = 0; i < attack.Range * 10; i++)
{
GameMain.ParticleManager.CreateParticle("spark", displayPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f);
GameMain.ParticleManager.CreateParticle("explosionfire", displayPosition + Rand.Vector(50f),
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f);
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", displayPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f);
}
if (flames)
{
GameMain.ParticleManager.CreateParticle("explosionfire", displayPosition + Rand.Vector(50f),
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f);
}
}
float displayRange = ConvertUnits.ToDisplayUnits(attack.Range);