Stair improvements, inventory "tooltip" & condition progressbar, reactor tries to match the highest load of the connected junction boxes (instead of the sum of the loads)

This commit is contained in:
Regalis
2015-11-25 17:58:17 +02:00
parent 4b5126675c
commit f1e1b0b4f0
9 changed files with 65 additions and 187 deletions
-18
View File
@@ -573,7 +573,6 @@ namespace Barotrauma
Vector2 targetMovement = GetTargetMovement();
AnimController.TargetMovement = targetMovement;
AnimController.IsStanding = true;
AnimController.IgnorePlatforms = targetMovement.Y < 0.0f;
@@ -721,8 +720,6 @@ namespace Barotrauma
/// </summary>
public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
{
AnimController.IsStanding = true;
Limb head = AnimController.GetLimb(LimbType.Head);
Lights.LightManager.ViewPos = ConvertUnits.ToDisplayUnits(head.SimPosition);
@@ -733,19 +730,6 @@ namespace Barotrauma
{
keys[i].SetState();
}
// keys[(int)InputType.Left].SetState(GameMain.Config.KeyBind(inpu));
//keys[(int)InputType.Right].SetState(PlayerInput.KeyDown(Keys.D));
//keys[(int)InputType.Up].SetState(PlayerInput.KeyDown(Keys.W));
//keys[(int)InputType.Down].SetState(PlayerInput.KeyDown(Keys.S));
//keys[(int)InputType.Select].SetState(PlayerInput.KeyHit(Keys.E));
//keys[(int)InputType.ActionHit].SetState(PlayerInput.LeftButtonClicked());
//keys[(int)InputType.ActionHeld].SetState(PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed);
//keys[(int)InputType.SecondaryHit].SetState(PlayerInput.RightButtonClicked());
//keys[(int)InputType.SecondaryHeld].SetState(PlayerInput.GetMouseState.RightButton == ButtonState.Pressed);
//keys[(int)InputType.Run].SetState(PlayerInput.KeyDown(Keys.LeftShift));
}
else
{
@@ -1458,8 +1442,6 @@ namespace Barotrauma
return;
}
AnimController.IsStanding = true;
keys[(int)InputType.Use].Held = actionKeyState;
keys[(int)InputType.Use].SetState(false, actionKeyState);