(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
@@ -163,8 +163,7 @@ namespace Barotrauma.Items.Components
break;
}
}
item.IsShootable = true;
item.RequireAimToUse = false;
InitProjSpecific(element);
}
@@ -489,10 +488,7 @@ namespace Barotrauma.Items.Components
character.CursorPosition = closestEnemy.WorldPosition;
if (item.Submarine != null) character.CursorPosition -= item.Submarine.Position;
if (item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
character.SetInput(InputType.Aim, false, true);
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition - item.WorldPosition);
float turretAngle = -rotation;
@@ -505,7 +501,7 @@ namespace Barotrauma.Items.Components
if (objective.Option.ToLowerInvariant() == "fireatwill")
{
character?.Speak(TextManager.Get("DialogFireTurret").Replace("[itemname]", item.Name), null, 0.0f, "fireturret", 5.0f);
character.SetInput(InputType.Shoot, true, true);
character.SetInput(InputType.Use, true, true);
}
return false;