statuseffect setvalue, new diving suit sprite & character slowdown, welded door sprite

This commit is contained in:
Regalis
2015-09-26 00:41:43 +03:00
parent 53e729ea11
commit da00b083ed
21 changed files with 137 additions and 57 deletions
@@ -59,10 +59,9 @@ namespace Subsurface.Items.Components
{
float hullPercentage = 0.0f;
if (hull1 != null) hullPercentage = (hull1.Volume / hull1.FullVolume) * 100.0f;
flowPercentage = ((float)targetLevel - hullPercentage);
FlowPercentage = ((float)targetLevel - hullPercentage) * 10.0f;
}
currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
if (voltage < minVoltage) return;
@@ -72,11 +71,8 @@ namespace Subsurface.Items.Components
float powerFactor = (currPowerConsumption==0.0f) ? 1.0f : voltage;
//flowPercentage = maxFlow * powerFactor;
float deltaVolume = 0.0f;
deltaVolume = (flowPercentage/100.0f) * maxFlow * powerFactor;
float deltaVolume = (flowPercentage/100.0f) * maxFlow * powerFactor;
hull1.Volume += deltaVolume;
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
@@ -171,7 +167,7 @@ namespace Subsurface.Items.Components
float tempTarget;
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempTarget))
{
targetLevel = MathHelper.Clamp(tempTarget, 0.0f, 100.0f);
targetLevel = MathHelper.Clamp((tempTarget+100.0f)/2.0f, 0.0f, 100.0f);
}
}
@@ -152,7 +152,7 @@ namespace Subsurface.Items.Components
if (PlayerInput.LeftButtonDown())
{
targetVelocity = PlayerInput.MousePosition - new Vector2(velRect.Center.X, velRect.Center.Y);
TargetVelocity = PlayerInput.MousePosition - new Vector2(velRect.Center.X, velRect.Center.Y);
targetVelocity.Y = -targetVelocity.Y;
valueChanged = true;