WIP CrashReporter, misc refactoring
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@@ -211,7 +211,7 @@ namespace Subsurface
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > Rand.Range(0.2f,10.0f))
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{
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Game1.ParticleManager.CreateParticle("mist",
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GameMain.ParticleManager.CreateParticle("mist",
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new Vector2(rect.X + WaveWidth * i,surface + waveY[i]),
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new Vector2(0.0f, -50.0f));
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}
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@@ -276,7 +276,7 @@ namespace Subsurface
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (!editing && !Game1.DebugDraw) return;
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if (!editing && !GameMain.DebugDraw) return;
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GUI.DrawRectangle(spriteBatch,
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new Vector2(rect.X, -rect.Y),
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@@ -313,7 +313,7 @@ namespace Subsurface
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//interpolate the position of the rendered surface towards the "target surface"
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surface = surface + (surfaceY - surface) / 10.0f;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
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