Fixed messageboxes opened by the mp campaign setup UI not being shown until the UI is closed (e.g. shuttle & incompatible content package warnings), renamed MultiplayerCampaign -> MultiPlayerCampaign for consistency. See #315
This commit is contained in:
@@ -722,8 +722,8 @@ namespace Barotrauma.Networking
|
||||
inc.ReadPadBits();
|
||||
|
||||
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
|
||||
MultiplayerCampaign campaign = GameMain.NetLobbyScreen.SelectedMode == GameMain.GameSession?.GameMode.Preset ?
|
||||
GameMain.GameSession?.GameMode as MultiplayerCampaign : null;
|
||||
MultiPlayerCampaign campaign = GameMain.NetLobbyScreen.SelectedMode == GameMain.GameSession?.GameMode.Preset ?
|
||||
GameMain.GameSession?.GameMode as MultiPlayerCampaign : null;
|
||||
|
||||
if (gameMode == null)
|
||||
{
|
||||
@@ -955,7 +955,7 @@ namespace Barotrauma.Networking
|
||||
inc.ReadPadBits();
|
||||
if (campaignUpdated)
|
||||
{
|
||||
MultiplayerCampaign.ClientRead(inc);
|
||||
MultiPlayerCampaign.ClientRead(inc);
|
||||
}
|
||||
|
||||
lastSentChatMsgID = inc.ReadUInt16();
|
||||
@@ -1065,7 +1065,7 @@ namespace Barotrauma.Networking
|
||||
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
|
||||
outmsg.Write(ChatMessage.LastID);
|
||||
|
||||
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
|
||||
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
||||
if (campaign == null || campaign.LastSaveID == 0)
|
||||
{
|
||||
outmsg.Write((UInt16)0);
|
||||
@@ -1228,7 +1228,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
break;
|
||||
case FileTransferType.CampaignSave:
|
||||
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
|
||||
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
||||
if (campaign == null) return;
|
||||
|
||||
GameMain.GameSession.SavePath = transfer.FilePath;
|
||||
@@ -1446,7 +1446,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
public void SendCampaignState()
|
||||
{
|
||||
MultiplayerCampaign campaign = GameMain.GameSession.GameMode as MultiplayerCampaign;
|
||||
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
||||
if (campaign == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed send campaign state to the server (no campaign active).\n" + Environment.StackTrace);
|
||||
|
||||
Reference in New Issue
Block a user