Fixes for the new update
This commit is contained in:
@@ -166,11 +166,6 @@ namespace Barotrauma.Networking
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partial void UpdateWaiting(TeamSpecificState teamSpecificState)
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{
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if (!GameMain.LuaCs.Game.overrideRespawnSub)
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{
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RespawnShuttle.Velocity = Vector2.Zero;
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}
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//no respawns in the first minute of the round - otherwise it can be that bots
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//are respawned to "fill" the spots of players who are taking a long time to load in
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if (GameMain.GameSession is { RoundDuration: < 60 })
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@@ -180,7 +175,7 @@ namespace Barotrauma.Networking
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var teamId = teamSpecificState.TeamID;
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var respawnShuttle = GetShuttle(teamId);
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if (respawnShuttle != null)
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if (respawnShuttle != null && !GameMain.LuaCs.Game.overrideRespawnSub)
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{
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respawnShuttle.Velocity = Vector2.Zero;
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}
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@@ -228,7 +223,7 @@ namespace Barotrauma.Networking
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}
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}
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private void DispatchShuttle(TeamSpecificState teamSpecificState)
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public void DispatchShuttle(TeamSpecificState teamSpecificState)
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{
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if (RespawnShuttles.Any())
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{
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@@ -45,7 +45,6 @@ defaultLib["WearableType"] = CreateEnum("Barotrauma.WearableType")
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defaultLib["NumberType"] = CreateEnum("Barotrauma.NumberType")
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defaultLib["ChatMode"] = CreateEnum("Barotrauma.ChatMode")
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defaultLib["CharacterType"] = CreateEnum("Barotrauma.CharacterType")
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defaultLib["MissionType"] = CreateEnum("Barotrauma.MissionType")
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defaultLib["VoteType"] = CreateEnum("Barotrauma.Networking.VoteType")
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defaultLib["CanEnterSubmarine"] = CreateEnum("Barotrauma.CanEnterSubmarine")
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defaultLib["InputType"] = CreateStatic("Barotrauma.InputType")
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@@ -65,6 +65,7 @@ RegisterBarotrauma("DestructibleLevelWall")
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RegisterBarotrauma("Biome")
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RegisterBarotrauma("Map")
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RegisterBarotrauma("Networking.RespawnManager")
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RegisterBarotrauma("Networking.RespawnManager+TeamSpecificState")
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RegisterBarotrauma("Character")
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RegisterBarotrauma("CharacterPrefab")
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@@ -340,13 +340,11 @@ namespace Barotrauma
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public static Submarine GetRespawnSub()
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{
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#if SERVER
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if (GameMain.Server.RespawnManager == null)
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return null;
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return GameMain.Server.RespawnManager.RespawnShuttle;
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if (GameMain.Server.RespawnManager == null) { return null; }
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return GameMain.Server.RespawnManager.GetShuttle(CharacterTeamType.Team1);
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#else
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if (GameMain.Client.RespawnManager == null)
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return null;
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return GameMain.Client.RespawnManager.RespawnShuttle;
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if (GameMain.Client.RespawnManager == null) { return null; }
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return GameMain.Client.RespawnManager.GetShuttle(CharacterTeamType.Team1);
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#endif
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}
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@@ -470,18 +468,18 @@ namespace Barotrauma
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public void SaveGame(string path)
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{
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if (!LuaCsFile.CanWriteToPath(path)) { throw new ScriptRuntimeException($"Saving files to {path} is disallowed."); }
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SaveUtil.SaveGame(path);
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SaveUtil.SaveGame(CampaignDataPath.CreateRegular(path));
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}
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public void LoadGame(string path)
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{
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SaveUtil.LoadGame(path);
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SaveUtil.LoadGame(CampaignDataPath.CreateRegular(path));
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}
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#if SERVER
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public void LoadCampaign(string path, Client client = null)
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{
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MultiPlayerCampaign.LoadCampaign(path, client);
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MultiPlayerCampaign.LoadCampaign(CampaignDataPath.CreateRegular(path), client);
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}
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public static void SendMessage(string msg, ChatMessageType? messageType = null, Client sender = null, Character character = null)
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@@ -513,10 +511,10 @@ namespace Barotrauma
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public static void DispatchRespawnSub()
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{
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GameMain.Server.RespawnManager.DispatchShuttle();
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GameMain.Server.RespawnManager.DispatchShuttle(GameMain.Server.RespawnManager.GetTeamSpecificState(CharacterTeamType.Team1));
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}
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public static bool StartGame()
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public static GameServer.TryStartGameResult StartGame()
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{
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return GameMain.Server.TryStartGame();
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}
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@@ -44,7 +44,7 @@ namespace Barotrauma.Networking
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private readonly Dictionary<CharacterTeamType, List<Door>> shuttleDoors = new Dictionary<CharacterTeamType, List<Door>>();
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private readonly Dictionary<CharacterTeamType, List<ItemContainer>> respawnContainers = new Dictionary<CharacterTeamType, List<ItemContainer>>();
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private class TeamSpecificState
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public class TeamSpecificState
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{
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public readonly CharacterTeamType TeamID;
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@@ -267,7 +267,7 @@ namespace Barotrauma.Networking
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partial void UpdateReturningProjSpecific(TeamSpecificState teamSpecificState, float deltaTime);
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private Submarine GetShuttle(CharacterTeamType team)
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public Submarine GetShuttle(CharacterTeamType team)
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{
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if (respawnShuttles.TryGetValue(team, out Submarine sub))
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{
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@@ -276,6 +276,16 @@ namespace Barotrauma.Networking
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return null;
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}
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public TeamSpecificState GetTeamSpecificState(CharacterTeamType team)
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{
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if (teamSpecificStates.TryGetValue(team, out TeamSpecificState state))
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{
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return state;
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}
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return null;
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}
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private void ResetShuttle(TeamSpecificState teamSpecificState)
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{
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teamSpecificState.ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
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