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)

This commit is contained in:
Regalis
2016-04-25 19:16:01 +03:00
parent 45e3bed07c
commit 2136641609
10 changed files with 30 additions and 13 deletions
@@ -192,8 +192,6 @@ namespace Barotrauma
return;
}
if (TargetDir != dir) Flip();
if (Anim != Animation.UsingConstruction) ResetPullJoints();
if (SimplePhysicsEnabled)
@@ -226,6 +224,7 @@ namespace Barotrauma
break;
}
if (TargetDir != dir) Flip();
foreach (Limb limb in Limbs)
{
+1 -1
View File
@@ -1668,7 +1668,7 @@ namespace Barotrauma
if (allOk)
{
bleeding = 0.0f;
Stun = 0.0f;
AnimController.StunTimer = 0.0f;
return;
}
+1 -1
View File
@@ -92,7 +92,7 @@ namespace Barotrauma
}
}
public static Mission LoadRandom(Location[] locations, Random rand)
public static Mission LoadRandom(Location[] locations, MTRandom rand)
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
string configFile = files[rand.Next(files.Count)];
+1 -3
View File
@@ -206,8 +206,6 @@ namespace Barotrauma
public void CreateCrewFrame(List<Character> crew, GUIFrame crewFrame)
{
int width = 600, height = 400;
//crewFrame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), GUI.Style);
//crewFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
@@ -242,7 +240,7 @@ namespace Barotrauma
protected virtual bool SelectCrewCharacter(GUIComponent component, object obj)
{
Character character = obj as Character;
if (character == null || character.IsDead || character.IsUnconscious) return false;
if (character == null) return false;
var crewFrame = component.Parent;
while (crewFrame.Parent!=null)
@@ -18,7 +18,7 @@ namespace Barotrauma.Tutorials
public override IEnumerable<object> UpdateState()
{
Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
//Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
//spawn some fish next to the player
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
while (Submarine.Loaded.WorldPosition.Y > 29000.0f)
while (Submarine.Loaded.WorldPosition.Y > 40000.0f)
{
yield return CoroutineStatus.Running;
}
@@ -342,7 +342,7 @@ namespace Barotrauma.Networking
{
if (GameMain.NetworkMember.myCharacter == null)
{
GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 180.0f, 20),
GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 180.0f, 40),
"Votes to end the round (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
}
else