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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@@ -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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