Unstable 0.1500.5.0 (almost forgor edition 💀)

This commit is contained in:
Markus Isberg
2021-10-01 23:56:14 +09:00
parent 3043a9a7bc
commit 08bdfc6cea
150 changed files with 5669 additions and 4403 deletions
@@ -1,4 +1,5 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
@@ -28,6 +29,7 @@ namespace Barotrauma
public bool SpawnIfInventoryFull = true;
public bool IgnoreLimbSlots = false;
public InvSlotType Slot = InvSlotType.None;
private readonly Action<Item> onSpawned;
@@ -73,7 +75,8 @@ namespace Barotrauma
{
Condition = Condition
};
if (!Inventory.Owner.Removed && !Inventory.TryPutItem(spawnedItem, null, spawnedItem.AllowedSlots))
var slot = Slot != InvSlotType.None ? Slot.ToEnumerable() : spawnedItem.AllowedSlots;
if (!Inventory.Owner.Removed && !Inventory.TryPutItem(spawnedItem, null, slot))
{
if (IgnoreLimbSlots)
{
@@ -264,7 +267,7 @@ namespace Barotrauma
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, onSpawned, condition));
}
public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null, Action<Item> onSpawned = null, bool spawnIfInventoryFull = true, bool ignoreLimbSlots = false)
public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null, Action<Item> onSpawned = null, bool spawnIfInventoryFull = true, bool ignoreLimbSlots = false, InvSlotType slot = InvSlotType.None)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (itemPrefab == null)
@@ -277,7 +280,8 @@ namespace Barotrauma
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, onSpawned, condition)
{
SpawnIfInventoryFull = spawnIfInventoryFull,
IgnoreLimbSlots = ignoreLimbSlots
IgnoreLimbSlots = ignoreLimbSlots,
Slot = slot
});
}