Salvage magnet revamp (#23119)
* Generic offering window * More work * weh * Parity * Progression meter * magnet * rona * PG asteroid work * code red * Asteroid spawnings * clams * a * Marker fixes * More fixes * Workings of biome asteroids * A * Fix this loading code * a * Fix masking * weh * Fixes * Magnet claiming * toe * petogue * magnet * Bunch of fixes * Fix default * Fixes * asteroids * Fix offerings * Localisation and a bunch of fixes * a * Fixes * Preliminary draft * Announcement fixes * Fixes and bump spawn rate * Fix asteroid spawns and UI * More fixes * Expeditions fix * fix * Gravity * Fix announcement rounding * a * Offset tweak * sus * jankass * Fix merge
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@@ -790,7 +790,7 @@ public sealed partial class DungeonJob
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foreach (var entrance in room.Entrances)
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{
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// Just so we can still actually get in to the entrance we won't deter from a tile away from it.
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var normal = ((Vector2) entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
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var normal = (entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
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deterredTiles.Remove(entrance + normal);
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}
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}
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