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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-08-14 13:26:32 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 19:13:21 -0400
commit192c54b71cf438768ac5f6c37ae9acd53bea9111 (patch)
tree3a16ab362877689cb7d92ed89bc9012bddfd7528 /src/SMAPI/Framework/SGame.cs
parentd2a134ae085d71169ede616847d08a95aa8da609 (diff)
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update for game draw changes (#638)
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r--src/SMAPI/Framework/SGame.cs6
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);
}
}
}