Traitor probability selection instead of separate traitor mode, stopping water ambience on round end, lobby sync after client has verified connection, WIP shiftsummary in multiplayer, "cleanbuild" command in debugconsole

This commit is contained in:
Regalis
2016-01-07 23:25:11 +02:00
parent e102154f5f
commit 03f569b161
19 changed files with 273 additions and 140 deletions
@@ -187,7 +187,7 @@ namespace Barotrauma
new GUIImage(new Rectangle(-5, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, characterButton);
var humanAi = character.AIController as HumanAIController;
if (humanAi.CurrentOrder != null)
if (humanAi != null && humanAi.CurrentOrder != null)
{
CreateCharacterOrderFrame(characterButton, humanAi.CurrentOrder, humanAi.CurrentOrderOption);
}
+2 -1
View File
@@ -1161,6 +1161,7 @@ namespace Barotrauma
GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
GameMain.LightManager.LosEnabled = false;
controlled = null;
new NetworkEvent(NetworkEventType.KillCharacter, ID, true, causeOfDeath);
}
@@ -1169,7 +1170,7 @@ namespace Barotrauma
{
new NetworkEvent(NetworkEventType.KillCharacter, ID, true, causeOfDeath);
}
//otherwise don't kill the Character unless received a message about the Character dying
//don't kill the Character unless received a message about the Character dying
else if (!isNetworkMessage)
{
return;