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
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@@ -187,7 +187,7 @@ namespace Barotrauma
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new GUIImage(new Rectangle(-5, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, characterButton);
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var humanAi = character.AIController as HumanAIController;
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if (humanAi.CurrentOrder != null)
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if (humanAi != null && humanAi.CurrentOrder != null)
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{
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CreateCharacterOrderFrame(characterButton, humanAi.CurrentOrder, humanAi.CurrentOrderOption);
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}
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@@ -1161,6 +1161,7 @@ namespace Barotrauma
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GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
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GameMain.LightManager.LosEnabled = false;
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controlled = null;
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new NetworkEvent(NetworkEventType.KillCharacter, ID, true, causeOfDeath);
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}
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@@ -1169,7 +1170,7 @@ namespace Barotrauma
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{
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new NetworkEvent(NetworkEventType.KillCharacter, ID, true, causeOfDeath);
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}
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//otherwise don't kill the Character unless received a message about the Character dying
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//don't kill the Character unless received a message about the Character dying
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else if (!isNetworkMessage)
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{
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return;
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