Unstable 0.1400.2.0 (a mimir edition)

This commit is contained in:
Markus Isberg
2021-05-28 19:04:09 +03:00
parent 5bc850cddb
commit 0b3fb5e440
126 changed files with 1623 additions and 787 deletions
@@ -400,8 +400,6 @@ namespace Barotrauma
// putting these here since both escort and pirate missions need them. could be tucked away into another class that they can inherit from (or use composition)
protected HumanPrefab CreateHumanPrefabFromElement(XElement element)
{
HumanPrefab humanPrefab = null;
if (element.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in mission \"" + Name + "\" - use character identifiers instead of names to configure the characters.");
@@ -411,8 +409,7 @@ namespace Barotrauma
string characterIdentifier = element.GetAttributeString("identifier", "");
string characterFrom = element.GetAttributeString("from", "");
humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
if (humanPrefab == null)
{
DebugConsole.ThrowError("Couldn't spawn character for mission: character prefab \"" + characterIdentifier + "\" not found");
@@ -428,9 +425,11 @@ namespace Barotrauma
{
positionToStayIn = WayPoint.GetRandom(SpawnType.Human, null, submarine);
}
var characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
var characterInfo = humanPrefab.GetCharacterInfo(Rand.RandSync.Server) ?? new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
characterInfo.TeamID = teamType;
Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
spawnedCharacter.Prefab = humanPrefab;
humanPrefab.InitializeCharacter(spawnedCharacter, positionToStayIn);
humanPrefab.GiveItems(spawnedCharacter, submarine, Rand.RandSync.Server, createNetworkEvents: false);