Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup
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@@ -24,7 +24,7 @@ namespace Barotrauma
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class Item : MapEntity, IDamageable, IPropertyObject
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{
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public static List<Item> ItemList = new List<Item>();
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protected ItemPrefab prefab;
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private ItemPrefab prefab;
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public static ItemSpawner Spawner = new ItemSpawner();
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public static ItemRemover Remover = new ItemRemover();
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@@ -439,14 +439,14 @@ namespace Barotrauma
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new Rectangle(
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WorldRect.X + trigger.X,
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WorldRect.Y + trigger.Y,
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(trigger.Width == 0) ? (int)Rect.Width : trigger.Width,
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(trigger.Height == 0) ? (int)Rect.Height : trigger.Height)
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(trigger.Width == 0) ? Rect.Width : trigger.Width,
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(trigger.Height == 0) ? Rect.Height : trigger.Height)
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:
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new Rectangle(
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Rect.X + trigger.X,
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Rect.Y + trigger.Y,
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(trigger.Width == 0) ? (int)Rect.Width : trigger.Width,
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(trigger.Height == 0) ? (int)Rect.Height : trigger.Height);
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(trigger.Width == 0) ? Rect.Width : trigger.Width,
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(trigger.Height == 0) ? Rect.Height : trigger.Height);
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}
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/// <summary>
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@@ -731,6 +731,8 @@ namespace Barotrauma
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}
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foreach (ItemComponent component in components) component.Draw(spriteBatch, editing);
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if (GameMain.DebugDraw && aiTarget!=null) aiTarget.Draw(spriteBatch);
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if (!editing || (body != null && !body.Enabled))
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{
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@@ -1500,6 +1502,8 @@ namespace Barotrauma
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break;
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case NetworkEventType.PhysicsBodyPosition:
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if (body != null) body.ReadNetworkData(message, sendingTime);
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FindHull();
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break;
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case NetworkEventType.ItemFixed:
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