- npcs wont try grab items from other characters' inventories
- fixed lightcomponent LightSprites "twitching" when the sub is moving - fixed null reference exceptions in Hull.Render if no submarine has been loaded - submarine descriptions - emergency sirens in Aegir & Vellamo - changed the required item for fabricating a wire from "Copper" to "Copper Bar"
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@@ -537,14 +537,16 @@ namespace Barotrauma
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{
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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//calculate where the surface should be based on the water volume
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float top = rect.Y+Submarine.DrawPosition.Y;
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float top = rect.Y + submarinePos.Y;
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float bottom = top - rect.Height;
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float surfaceY = bottom + Volume / rect.Width;
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//interpolate the position of the rendered surface towards the "target surface"
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surface = surface + ((surfaceY - Submarine.DrawPosition.Y) - surface) / 10.0f;
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float drawSurface = surface + Submarine.DrawPosition.Y;
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surface = surface + ((surfaceY - submarinePos.Y) - surface) / 10.0f;
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float drawSurface = surface + submarinePos.Y;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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@@ -565,7 +567,7 @@ namespace Barotrauma
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Vector2[] uvCoords = new Vector2[4];
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for (int i = 0; i < 4; i++ )
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{
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corners[i] += new Vector3(Submarine.DrawPosition, 0.0f);
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corners[i] += new Vector3(submarinePos, 0.0f);
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uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
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}
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