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:
@@ -608,11 +608,11 @@ namespace Barotrauma.Networking
|
||||
byte campaignID = inc.ReadByte();
|
||||
c.LastRecvCampaignUpdate = inc.ReadUInt16();
|
||||
|
||||
if (GameMain.GameSession?.GameMode is MultiplayerCampaign)
|
||||
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign)
|
||||
{
|
||||
//the client has a campaign save for another campaign
|
||||
//(the server started a new campaign and the client isn't aware of it yet?)
|
||||
if (((MultiplayerCampaign)GameMain.GameSession.GameMode).CampaignID != campaignID)
|
||||
if (((MultiPlayerCampaign)GameMain.GameSession.GameMode).CampaignID != campaignID)
|
||||
{
|
||||
c.LastRecvCampaignSave = 0;
|
||||
c.LastRecvCampaignUpdate = 0;
|
||||
@@ -804,7 +804,7 @@ namespace Barotrauma.Networking
|
||||
var modeList = GameMain.NetLobbyScreen.SelectedModeIndex = modeIndex;
|
||||
break;
|
||||
case ClientPermissions.ManageCampaign:
|
||||
MultiplayerCampaign campaign = GameMain.GameSession.GameMode as MultiplayerCampaign;
|
||||
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
||||
if (campaign != null)
|
||||
{
|
||||
campaign.ServerRead(inc, sender);
|
||||
@@ -839,7 +839,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
ClientWriteLobby(c);
|
||||
|
||||
MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
|
||||
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
||||
if (campaign != null && NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
|
||||
{
|
||||
if (!fileSender.ActiveTransfers.Any(t => t.Connection == c.Connection && t.FileType == FileTransferType.CampaignSave))
|
||||
@@ -1013,7 +1013,7 @@ namespace Barotrauma.Networking
|
||||
outmsg.WritePadBits();
|
||||
}
|
||||
|
||||
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
|
||||
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
||||
if (campaign != null)
|
||||
{
|
||||
if (NetIdUtils.IdMoreRecent(campaign.LastUpdateID, c.LastRecvCampaignUpdate))
|
||||
@@ -1202,8 +1202,8 @@ namespace Barotrauma.Networking
|
||||
int teamCount = 1;
|
||||
byte hostTeam = 1;
|
||||
|
||||
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;
|
||||
|
||||
//don't instantiate a new gamesession if we're playing a campaign
|
||||
if (campaign == null || GameMain.GameSession == null)
|
||||
@@ -1398,7 +1398,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
msg.Write(selectedMode.Name);
|
||||
|
||||
MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
|
||||
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
||||
|
||||
bool missionAllowRespawn = campaign == null &&
|
||||
(!(GameMain.GameSession.GameMode is MissionMode) ||
|
||||
|
||||
Reference in New Issue
Block a user