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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@@ -46,7 +46,7 @@ namespace Subsurface
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public override bool TryPutItem(Item item, LimbSlot usedSlots, bool createNetworkEvent = true)
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public override bool TryPutItem(Item item, LimbSlot allowedSlots, bool createNetworkEvent = true)
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{
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for (int i = 0; i < capacity; i++)
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{
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@@ -54,7 +54,7 @@ namespace Subsurface
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if (items[i] == item) return true;
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}
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if (usedSlots.HasFlag(LimbSlot.Any))
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if (allowedSlots.HasFlag(LimbSlot.Any))
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{
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for (int i = 0; i < capacity; i++)
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{
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@@ -68,12 +68,12 @@ namespace Subsurface
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for (int i = 0; i < capacity; i++)
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{
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if (usedSlots.HasFlag(limbSlots[i]) && items[i]!=null) return false;
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if (allowedSlots.HasFlag(limbSlots[i]) && items[i]!=null) return false;
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}
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for (int i = 0; i < capacity; i++)
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{
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if (usedSlots.HasFlag(limbSlots[i]) && items[i] == null)
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if (allowedSlots.HasFlag(limbSlots[i]) && items[i] == null)
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{
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PutItem(item, i, createNetworkEvent);
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item.Equip(character);
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