(9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:08:18 +03:00
parent 7491b06a5d
commit d4752bb6a0
56 changed files with 854 additions and 572 deletions
@@ -530,7 +530,8 @@ namespace Barotrauma
}
}
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
{
Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
}
@@ -204,10 +204,7 @@ namespace Barotrauma
private void Attack(float deltaTime)
{
character.CursorPosition = Enemy.Position;
if (Weapon.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
character.SetInput(InputType.Aim, false, true);
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
@@ -161,10 +161,7 @@ namespace Barotrauma
private void OperateRepairTool(float deltaTime)
{
character.CursorPosition = Item.Position;
if (Item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
character.SetInput(InputType.Aim, false, true);
Vector2 fromToolToTarget = Item.Position - repairTool.Item.Position;
if (fromToolToTarget.LengthSquared() < MathUtils.Pow(repairTool.Range / 2, 2))
{