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
@@ -36,6 +36,10 @@
<sprite texture="doctorgear.png" limb="RightArm" sourcerect="33,0,17,40" origin="0.5,0.5" hidelimb="true"/> <sprite texture="doctorgear.png" limb="RightArm" sourcerect="33,0,17,40" origin="0.5,0.5" hidelimb="true"/>
<sprite texture="doctorgear.png" limb="LeftArm" sourcerect="33,0,17,40" origin="0.5,0.5" depth="0.14" hidelimb="true"/> <sprite texture="doctorgear.png" limb="LeftArm" sourcerect="33,0,17,40" origin="0.5,0.5" depth="0.14" hidelimb="true"/>
</Wearable> </Wearable>
<ItemContainer capacity="3">
<Containable name="chem"/>
</ItemContainer>
</Item> </Item>
<Item <Item
@@ -56,6 +60,10 @@
<sprite texture="doctorgear.png" limb="RightLeg" sourcerect="26,61,17,48" origin="0.5,0.5" depth="0.11" hidelimb="true"/> <sprite texture="doctorgear.png" limb="RightLeg" sourcerect="26,61,17,48" origin="0.5,0.5" depth="0.11" hidelimb="true"/>
<sprite texture="doctorgear.png" limb="LeftLeg" sourcerect="26,61,17,48" origin="0.5,0.5" depth="0.15" hidelimb="true"/> <sprite texture="doctorgear.png" limb="LeftLeg" sourcerect="26,61,17,48" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
</Wearable> </Wearable>
<ItemContainer capacity="6">
<Containable name="chem"/>
</ItemContainer>
</Item> </Item>
</Items> </Items>
+2 -2
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers // You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below: // by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")] // [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.4.0.0")] [assembly: AssemblyVersion("0.4.0.2")]
[assembly: AssemblyFileVersion("0.4.0.0")] [assembly: AssemblyFileVersion("0.4.0.2")]
@@ -192,8 +192,6 @@ namespace Barotrauma
return; return;
} }
if (TargetDir != dir) Flip();
if (Anim != Animation.UsingConstruction) ResetPullJoints(); if (Anim != Animation.UsingConstruction) ResetPullJoints();
if (SimplePhysicsEnabled) if (SimplePhysicsEnabled)
@@ -226,6 +224,7 @@ namespace Barotrauma
break; break;
} }
if (TargetDir != dir) Flip();
foreach (Limb limb in Limbs) foreach (Limb limb in Limbs)
{ {
+1 -1
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@@ -1668,7 +1668,7 @@ namespace Barotrauma
if (allOk) if (allOk)
{ {
bleeding = 0.0f; bleeding = 0.0f;
Stun = 0.0f; AnimController.StunTimer = 0.0f;
return; return;
} }
+1 -1
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@@ -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); var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
string configFile = files[rand.Next(files.Count)]; string configFile = files[rand.Next(files.Count)];
+1 -3
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@@ -206,8 +206,6 @@ namespace Barotrauma
public void CreateCrewFrame(List<Character> crew, GUIFrame crewFrame) 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 = 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); //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) protected virtual bool SelectCrewCharacter(GUIComponent component, object obj)
{ {
Character character = obj as Character; Character character = obj as Character;
if (character == null || character.IsDead || character.IsUnconscious) return false; if (character == null) return false;
var crewFrame = component.Parent; var crewFrame = component.Parent;
while (crewFrame.Parent!=null) while (crewFrame.Parent!=null)
@@ -18,7 +18,7 @@ namespace Barotrauma.Tutorials
public override IEnumerable<object> UpdateState() 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 //spawn some fish next to the player
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2, GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern."); 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; yield return CoroutineStatus.Running;
} }
@@ -342,7 +342,7 @@ namespace Barotrauma.Networking
{ {
if (GameMain.NetworkMember.myCharacter == null) 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); "Votes to end the round (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
} }
else else
+12
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@@ -1,3 +1,15 @@
---------------------------------------------------------------------------------------------------------
v0.4.0.2
---------------------------------------------------------------------------------------------------------
- fire doesn't affect items in characters' inventories (e.g. holding a thermal artifact won't blow up
oxygen tanks in your inventory)
- handheld sonars only consume power when they're on
- cargo missions are more common
- fix for endworms (and possibly other large monsters) teleporting partially inside the sub
- some more chemicals/drugs
- doctor's clothes have some extra slots for chemicals
--------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------
v0.4.0.1 v0.4.0.1
--------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------
+1 -1
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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.0" soundvolume="0.0"> <config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.0" soundvolume="0.0" verboselogging="true">
<graphicsmode width="1280" height="720" fullscreen="false" /> <graphicsmode width="1280" height="720" fullscreen="false" />
<contentpackage path="Data/ContentPackages/Vanilla 0.3.xml" /> <contentpackage path="Data/ContentPackages/Vanilla 0.3.xml" />
<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Run="LeftShift" Crouch="LeftControl" Chat="Tab" CrewOrders="C" /> <keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Run="LeftShift" Crouch="LeftControl" Chat="Tab" CrewOrders="C" />