(f3bfe1ac4) Fix damage priority calculation.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:10:25 +03:00
parent 9cc9137fff
commit cdeb6d40b3
12 changed files with 169 additions and 28 deletions
@@ -839,6 +839,33 @@ namespace Barotrauma
Color.Green, width: 2);
}
}
foreach (MapEntity e in linkedTo)
{
if (e is Hull)
{
Hull linkedHull = (Hull)e;
Rectangle connectedHullRect = e.Submarine == null ?
linkedHull.rect :
new Rectangle(
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
//center of the hull
Rectangle currentHullRect = Submarine == null ?
WorldRect :
new Rectangle(
(int)(Submarine.DrawPosition.X + WorldPosition.X),
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
WorldRect.Width, WorldRect.Height);
GUI.DrawLine(spriteBatch,
new Vector2(currentHullRect.X, -currentHullRect.Y),
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
Color.Green, width: 2);
}
}
}
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)