Unstable 1.1.14.0
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@@ -373,12 +373,19 @@ namespace Barotrauma.Items.Components
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}
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}
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public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
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public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1, Color? overrideColor = null)
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{
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if (GameMain.DebugDraw && Character.Controlled?.FocusedItem == item)
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{
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bool paused = !ShouldDeteriorate();
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if (deteriorationTimer > 0.0f)
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bool paused = !ShouldDeteriorate() && ForceDeteriorationTimer <= 0.0f;
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if (ForceDeteriorationTimer > 0.0f)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), "Forced deterioration for " + ((int)ForceDeteriorationTimer) + " s",
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Color.Red, Color.Black * 0.5f);
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}
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else if (deteriorationTimer > 0.0f)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), "Deterioration delay " + ((int)deteriorationTimer) + (paused ? " [PAUSED]" : ""),
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@@ -430,8 +437,7 @@ namespace Barotrauma.Items.Components
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public void ClientEventRead(IReadMessage msg, float sendingTime)
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{
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deteriorationTimer = msg.ReadSingle();
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deteriorateAlwaysResetTimer = msg.ReadSingle();
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DeteriorateAlways = msg.ReadBoolean();
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ForceDeteriorationTimer = msg.ReadSingle();
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tinkeringDuration = msg.ReadSingle();
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tinkeringStrength = msg.ReadSingle();
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tinkeringPowersDevices = msg.ReadBoolean();
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