(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
@@ -377,23 +377,14 @@ namespace Barotrauma.Items.Components
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
return true;
}
else if (target.Body.UserData is Limb limb)
{
//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
if (limb.IsSevered)
{
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
return true;
}
limb.character.LastDamageSource = item;
attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
if (limb.character != null) character = limb.character;
}
else if (target.Body.UserData is Structure structure)
{
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
}
limb.character.LastDamageSource = item;
if (attack != null) { attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
if (limb.character != null) { character = limb.character; }
}
else if (target.Body.UserData is Structure structure)
{
if (attack != null) { attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f); }
}
if (character != null) character.LastDamageSource = item;