Release 1.9.7.0 - Summer Update 2025

This commit is contained in:
Regalis11
2025-06-17 16:38:11 +03:00
parent 22227f13e5
commit ea5a2bc693
297 changed files with 7344 additions and 2421 deletions

View File

@@ -320,8 +320,8 @@ namespace Barotrauma
{
RectangleF worldRect = Quad2D.FromSubmarineRectangle(WorldRect).Rotated(
FlippedX != FlippedY
? rotationRad
: -rotationRad).BoundingAxisAlignedRectangle;
? RotationRad
: -RotationRad).BoundingAxisAlignedRectangle;
Vector2 worldPos = WorldPosition;
Vector2 min = new Vector2(worldRect.X, worldRect.Y);
@@ -451,7 +451,7 @@ namespace Barotrauma
MathUtils.PositiveModulo(-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width * TextureScale.X * Scale),
MathUtils.PositiveModulo(-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height * TextureScale.Y * Scale));
float rotationRad = GetRotationForSprite(this.rotationRad, Prefab.BackgroundSprite);
float rotationRad = GetRotationForSprite(RotationRad, Prefab.BackgroundSprite);
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
@@ -484,7 +484,7 @@ namespace Barotrauma
if (back == GetRealDepth() > 0.5f)
{
Vector2 advanceX = MathUtils.RotatedUnitXRadians(this.rotationRad).FlipY();
Vector2 advanceX = MathUtils.RotatedUnitXRadians(RotationRad).FlipY();
Vector2 advanceY = advanceX.YX().FlipX();
if (FlippedX != FlippedY)
{
@@ -492,7 +492,7 @@ namespace Barotrauma
advanceY = advanceY.FlipX();
}
float sectionSpriteRotationRad = GetRotationForSprite(this.rotationRad, Prefab.Sprite);
float sectionSpriteRotationRad = GetRotationForSprite(RotationRad, Prefab.Sprite);
for (int i = 0; i < Sections.Length; i++)
{
@@ -558,9 +558,11 @@ namespace Barotrauma
foreach (var decorativeSprite in Prefab.DecorativeSprites)
{
if (!spriteAnimState[decorativeSprite].IsActive) { continue; }
float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState, spriteAnimState[decorativeSprite].RandomRotationFactor) + this.rotationRad;
float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState, spriteAnimState[decorativeSprite].RandomRotationFactor) + RotationRad;
Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState, spriteAnimState[decorativeSprite].RandomOffsetMultiplier) * Scale;
Vector2 drawPos = DrawPosition + MathUtils.RotatePoint(offset, -this.rotationRad);
if (FlippedX && Prefab.CanSpriteFlipX) { offset.X = -offset.X; }
if (FlippedY && Prefab.CanSpriteFlipY) { offset.Y = -offset.Y; }
Vector2 drawPos = DrawPosition + MathUtils.RotatePoint(offset, -this.RotationRad);
decorativeSprite.Sprite.Draw(
spriteBatch: spriteBatch,
pos: drawPos.FlipY(),