Stun syncing bugfix, fixed dead/unconscious characters being unselectable in the info menu, pockets for doctors, fixed tutorial (map generation algorithm changes had made the level unplayable)
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@@ -36,6 +36,10 @@
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<sprite texture="doctorgear.png" limb="RightArm" sourcerect="33,0,17,40" origin="0.5,0.5" hidelimb="true"/>
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<sprite texture="doctorgear.png" limb="LeftArm" sourcerect="33,0,17,40" origin="0.5,0.5" depth="0.14" hidelimb="true"/>
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</Wearable>
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<ItemContainer capacity="3">
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<Containable name="chem"/>
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</ItemContainer>
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</Item>
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<Item
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@@ -56,6 +60,10 @@
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<sprite texture="doctorgear.png" limb="RightLeg" sourcerect="26,61,17,48" origin="0.5,0.5" depth="0.11" hidelimb="true"/>
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<sprite texture="doctorgear.png" limb="LeftLeg" sourcerect="26,61,17,48" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
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</Wearable>
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<ItemContainer capacity="6">
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<Containable name="chem"/>
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</ItemContainer>
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</Item>
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</Items>
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.4.0.0")]
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[assembly: AssemblyFileVersion("0.4.0.0")]
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[assembly: AssemblyVersion("0.4.0.2")]
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[assembly: AssemblyFileVersion("0.4.0.2")]
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@@ -192,8 +192,6 @@ namespace Barotrauma
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return;
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}
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if (TargetDir != dir) Flip();
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if (Anim != Animation.UsingConstruction) ResetPullJoints();
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if (SimplePhysicsEnabled)
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@@ -226,6 +224,7 @@ namespace Barotrauma
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break;
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}
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if (TargetDir != dir) Flip();
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foreach (Limb limb in Limbs)
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{
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@@ -1668,7 +1668,7 @@ namespace Barotrauma
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if (allOk)
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{
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bleeding = 0.0f;
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Stun = 0.0f;
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AnimController.StunTimer = 0.0f;
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return;
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}
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@@ -92,7 +92,7 @@ namespace Barotrauma
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}
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}
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public static Mission LoadRandom(Location[] locations, Random rand)
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public static Mission LoadRandom(Location[] locations, MTRandom rand)
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{
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
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string configFile = files[rand.Next(files.Count)];
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@@ -206,8 +206,6 @@ namespace Barotrauma
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public void CreateCrewFrame(List<Character> crew, GUIFrame crewFrame)
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{
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int width = 600, height = 400;
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//crewFrame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), GUI.Style);
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//crewFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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@@ -242,7 +240,7 @@ namespace Barotrauma
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protected virtual bool SelectCrewCharacter(GUIComponent component, object obj)
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{
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Character character = obj as Character;
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if (character == null || character.IsDead || character.IsUnconscious) return false;
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if (character == null) return false;
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var crewFrame = component.Parent;
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while (crewFrame.Parent!=null)
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@@ -18,7 +18,7 @@ namespace Barotrauma.Tutorials
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public override IEnumerable<object> UpdateState()
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{
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Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
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//Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
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//spawn some fish next to the player
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
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@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
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while (Submarine.Loaded.WorldPosition.Y > 29000.0f)
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while (Submarine.Loaded.WorldPosition.Y > 40000.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -342,7 +342,7 @@ namespace Barotrauma.Networking
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{
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if (GameMain.NetworkMember.myCharacter == null)
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 180.0f, 20),
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 180.0f, 40),
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"Votes to end the round (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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}
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else
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@@ -1,3 +1,15 @@
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---------------------------------------------------------------------------------------------------------
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v0.4.0.2
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---------------------------------------------------------------------------------------------------------
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- fire doesn't affect items in characters' inventories (e.g. holding a thermal artifact won't blow up
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oxygen tanks in your inventory)
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- handheld sonars only consume power when they're on
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- cargo missions are more common
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- fix for endworms (and possibly other large monsters) teleporting partially inside the sub
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- some more chemicals/drugs
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- doctor's clothes have some extra slots for chemicals
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---------------------------------------------------------------------------------------------------------
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v0.4.0.1
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---------------------------------------------------------------------------------------------------------
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@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.0" soundvolume="0.0">
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<config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.0" soundvolume="0.0" verboselogging="true">
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<graphicsmode width="1280" height="720" fullscreen="false" />
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<contentpackage path="Data/ContentPackages/Vanilla 0.3.xml" />
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<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Run="LeftShift" Crouch="LeftControl" Chat="Tab" CrewOrders="C" />
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