Spawnpoints for different jobs, spawning crew members with job-specific items, fixed issues with non-matching entity IDs between client and server, Unity-like coroutine system (connecting to server doesn't freeze the game anymore), map drawing improvements
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@@ -19,6 +19,8 @@ namespace Subsurface
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public int Salary;
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public bool StartItemsGiven;
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//public string GenderString()
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//{
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// return gender.ToString();
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@@ -96,11 +98,10 @@ namespace Subsurface
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string genderStr = ToolBox.GetAttributeString(element, "gender", "male").ToLower();
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Gender = (genderStr == "male") ? Gender.Male : Gender.Female;
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File = ToolBox.GetAttributeString(element, "file", "");
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Salary = ToolBox.GetAttributeInt(element, "salary", 1000);
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HeadSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
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File = ToolBox.GetAttributeString(element, "file", "");
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Salary = ToolBox.GetAttributeInt(element, "salary", 1000);
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HeadSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
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StartItemsGiven = ToolBox.GetAttributeBool(element, "startitemsgiven", false);
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foreach (XElement subElement in element.Elements())
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{
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@@ -120,7 +121,8 @@ namespace Subsurface
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new XAttribute("file", File),
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new XAttribute("gender", Gender == Gender.Male ? "male" : "female"),
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new XAttribute("salary", Salary),
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new XAttribute("headspriteid", HeadSpriteId));
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new XAttribute("headspriteid", HeadSpriteId),
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new XAttribute("startitemsgiven", StartItemsGiven));
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Job.Save(charElement);
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