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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-08-14 13:26:32 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-09-14 19:13:21 -0400 |
commit | 192c54b71cf438768ac5f6c37ae9acd53bea9111 (patch) | |
tree | 3a16ab362877689cb7d92ed89bc9012bddfd7528 | |
parent | d2a134ae085d71169ede616847d08a95aa8da609 (diff) | |
download | SMAPI-192c54b71cf438768ac5f6c37ae9acd53bea9111.tar.gz SMAPI-192c54b71cf438768ac5f6c37ae9acd53bea9111.tar.bz2 SMAPI-192c54b71cf438768ac5f6c37ae9acd53bea9111.zip |
update for game draw changes (#638)
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 06c2ffe3..cb1b9be5 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -1096,6 +1096,7 @@ namespace StardewModdingAPI.Framework } foreach (Farmer farmerShadow in this._farmerShadows) { + float num1 = Math.Max(0.0001f, farmerShadow.getDrawLayer() + 0.00011f) - 0.0001f; if (!(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation()))) { SpriteBatch spriteBatch = Game1.spriteBatch; @@ -1108,8 +1109,9 @@ namespace StardewModdingAPI.Framework bounds = Game1.shadowTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); - double num = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5); - spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, 0.0f, origin, (float)num, SpriteEffects.None, 0.0f); + double num2 = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5); + double num3 = (double)num1; + spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, 0.0f, origin, (float)num2, SpriteEffects.None, (float)num3); } } } |