Unstable v0.1300.0.0 (February 19th 2021)
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+14
-8
@@ -450,7 +450,7 @@ namespace Barotrauma
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{
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if (mb is GUIMessageBox msgBox)
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{
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if (mb.UserData is Pair<string, ushort> pair && pair.First.Equals("conversationaction", StringComparison.OrdinalIgnoreCase))
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if (ReadyCheck.IsReadyCheck(mb) || mb.UserData is Pair<string, ushort> pair && pair.First.Equals("conversationaction", StringComparison.OrdinalIgnoreCase))
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{
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msgBox.Close();
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}
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@@ -711,13 +711,20 @@ namespace Barotrauma
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: mission prefab \"{availableMission.First}\" not found.");
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continue;
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}
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if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
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if (availableMission.Second == 255)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab);
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}
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else
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{
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if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
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}
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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@@ -812,8 +819,7 @@ namespace Barotrauma
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return;
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}
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Load(doc.Root.Element("MultiPlayerCampaign"));
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SubmarineInfo selectedSub;
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GameMain.GameSession.OwnedSubmarines = SaveUtil.LoadOwnedSubmarines(doc, out selectedSub);
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GameMain.GameSession.OwnedSubmarines = SaveUtil.LoadOwnedSubmarines(doc, out SubmarineInfo selectedSub);
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GameMain.GameSession.SubmarineInfo = selectedSub;
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}
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}
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