v0.4.1.0 + fixed gamemode list not being synced with clients

This commit is contained in:
Regalis
2016-05-19 19:50:37 +03:00
parent 7113a154fe
commit 1d3d1d5459
4 changed files with 43 additions and 7 deletions

View File

@@ -236,12 +236,12 @@ namespace Barotrauma
missionTypeButtons = new GUIButton[2];
missionTypeButtons[0] = new GUIButton(new Rectangle(120, 0, 20, 20), "<", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
missionTypeButtons[0] = new GUIButton(new Rectangle(100, 0, 20, 20), "<", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
missionTypeButtons[0].UserData = -1;
new GUITextBlock(new Rectangle(120, 0, 120, 20), "Random", GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, missionTypeBlock).UserData = 0;
new GUITextBlock(new Rectangle(120, 0, 80, 20), "Random", GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, missionTypeBlock).UserData = 0;
missionTypeButtons[1] = new GUIButton(new Rectangle(240, 0, 20, 20), ">", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
missionTypeButtons[1] = new GUIButton(new Rectangle(200, 0, 20, 20), ">", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
missionTypeButtons[1].UserData = 1;
missionTypeBlock.Visible = false;
@@ -521,6 +521,8 @@ namespace Barotrauma
missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
missionTypeBlock.UserData = missionTypeIndex;
valueChanged = true;
}
public bool ToggleMissionType(GUIButton button, object userData)
@@ -533,6 +535,8 @@ namespace Barotrauma
SetMissionType(missionTypeIndex);
valueChanged = true;
return true;
}
@@ -1107,8 +1111,9 @@ namespace Barotrauma
}
}
catch
catch (Exception e)
{
DebugConsole.ThrowError("Failed to read lobby update message");
return;
}
@@ -1116,7 +1121,11 @@ namespace Barotrauma
if (!GameMain.NetworkMember.Voting.AllowModeVoting)
{
SelectMode(modeList.children[modeIndex], modeList.children[modeIndex].UserData);
//SelectMode(modeList.children[modeIndex], modeList.children[modeIndex].UserData);
modeList.Select(modeIndex, true);
GameModePreset modePreset = modeList.children[modeIndex].UserData as GameModePreset;
missionTypeBlock.Visible = modePreset.Name == "Mission";
}
SetTraitorsEnabled(traitorsEnabled);