BarotraumaServer compiles

Cleanup + fixes coming up next
This commit is contained in:
juanjp600
2017-06-18 22:41:44 -03:00
parent 8f37e14917
commit 16bc68d768
73 changed files with 2429 additions and 2028 deletions
@@ -196,7 +196,9 @@ namespace Barotrauma
winner = i;
#if CLIENT
ShowMessage(i);
#endif
state = 1;
break;
}
@@ -208,14 +210,18 @@ namespace Barotrauma
(winner == 0 && subs[winner].AtStartPosition) || (winner == 1 && subs[winner].AtEndPosition) &&
crews[winner].Any(c => !c.IsDead && c.Submarine == subs[winner]))
{
#if CLIENT
GameMain.GameSession.CrewManager.WinningTeam = winner+1;
#endif
if (GameMain.Server != null) GameMain.Server.EndGame();
}
}
if (teamDead[0] && teamDead[1])
{
#if CLIENT
GameMain.GameSession.CrewManager.WinningTeam = 0;
#endif
winner = -1;
if (GameMain.Server != null) GameMain.Server.EndGame();
}
@@ -8,7 +8,7 @@ using System.Xml.Linq;
namespace Barotrauma
{
class Mission
partial class Mission
{
public static List<string> MissionTypes = new List<string>() { "Random" };
@@ -237,18 +237,6 @@ namespace Barotrauma
return false;
}
public void ShowMessage(int index)
{
if (index >= headers.Count && index >= messages.Count) return;
string header = index < headers.Count ? headers[index] : "";
string message = index < messages.Count ? messages[index] : "";
GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.ServerMessage);
new GUIMessageBox(header, message);
}
/// <summary>
/// End the mission and give a reward if it was completed successfully
/// </summary>
@@ -261,10 +249,12 @@ namespace Barotrauma
public void GiveReward()
{
#if CLIENT
var mode = GameMain.GameSession.gameMode as SinglePlayerMode;
if (mode == null) return;
mode.Money += reward;
#endif
}
}
}
@@ -46,7 +46,9 @@ namespace Barotrauma
}
if (!monster.IsDead) return;
#if CLIENT
ShowMessage(state);
#endif
state = 1;
break;
}
@@ -82,13 +82,17 @@ namespace Barotrauma
//item.body.LinearVelocity = Vector2.Zero;
if (item.ParentInventory!=null) item.body.FarseerBody.IsKinematic = false;
if (item.CurrentHull == null) return;
#if CLIENT
ShowMessage(state);
#endif
state = 1;
break;
case 1:
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
#if CLIENT
ShowMessage(state);
#endif
state = 2;
break;
}