Revert "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit177cf89756, reversing changes made to42ba733cd4.
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@@ -160,7 +160,7 @@ namespace Barotrauma
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MissionAction.ResetMissionsUnlockedThisRound();
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UnlockPathAction.ResetPathsUnlockedThisRound();
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#endif
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pathFinder = new PathFinder(WayPoint.WayPointList.ToList(), false);
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pathFinder = new PathFinder(WayPoint.WayPointList, false);
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totalPathLength = 0.0f;
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if (level != null)
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{
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@@ -41,7 +41,7 @@ namespace Barotrauma
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protected override void InitEventSpecific(EventSet parentSet)
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{
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var matchingItems = Item.ItemList.Where(i => i.Condition > 0.0f && targetItemIdentifiers.Contains(i.Prefab.Identifier)).ToList();
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var matchingItems = Item.ItemList.FindAll(i => i.Condition > 0.0f && targetItemIdentifiers.Contains(i.Prefab.Identifier));
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int itemAmount = Rand.Range(minItemAmount, maxItemAmount, Rand.RandSync.ServerAndClient);
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for (int i = 0; i < itemAmount; i++)
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{
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@@ -111,7 +111,7 @@ namespace Barotrauma
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{
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if (!itemTag.IsEmpty)
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{
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var itemsToDestroy = Item.ItemList.Where(it => it.Submarine?.Info.Type != SubmarineType.Player && it.HasTag(itemTag)).ToList();
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var itemsToDestroy = Item.ItemList.FindAll(it => it.Submarine?.Info.Type != SubmarineType.Player && it.HasTag(itemTag));
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if (!itemsToDestroy.Any())
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{
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DebugConsole.ThrowError($"Error in mission \"{Prefab.Identifier}\". Could not find an item with the tag \"{itemTag}\".",
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@@ -181,7 +181,7 @@ namespace Barotrauma
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return;
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}
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destructibleItems.Clear();
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destructibleItems.AddRange(Item.ItemList.Where(it => it.HasTag(destructibleItemTag)));
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destructibleItems.AddRange(Item.ItemList.FindAll(it => it.HasTag(destructibleItemTag)));
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if (destructibleItems.None())
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{
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DebugConsole.ThrowError($"Error in end mission \"{Prefab.Identifier}\". Could not find any destructible items with the tag \"{spawnPointTag}\".",
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@@ -283,7 +283,7 @@ namespace Barotrauma
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if (!IsClient)
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{
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PathFinder pathFinder = new PathFinder(WayPoint.WayPointList.ToList(), false);
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PathFinder pathFinder = new PathFinder(WayPoint.WayPointList, false);
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var path = pathFinder.FindPath(ConvertUnits.ToSimUnits(patrolPos), ConvertUnits.ToSimUnits(preferredSpawnPos));
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if (!path.Unreachable)
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{
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