Unstable 0.17.2.0

This commit is contained in:
Markus Isberg
2022-03-30 00:06:59 +09:00
parent 4206f6db42
commit 2968e23ae8
100 changed files with 654 additions and 1379 deletions
@@ -852,19 +852,6 @@ namespace Barotrauma
#if CLIENT
public void RecreateHead(MultiplayerPreferences characterSettings)
{
if (characterSettings.HairIndex == -1 &&
characterSettings.BeardIndex == -1 &&
characterSettings.MoustacheIndex == -1 &&
characterSettings.FaceAttachmentIndex == -1)
{
//randomize if nothing is set
SetAttachments(Rand.RandSync.Unsynced);
characterSettings.HairIndex = Head.HairIndex;
characterSettings.BeardIndex = Head.BeardIndex;
characterSettings.MoustacheIndex = Head.MoustacheIndex;
characterSettings.FaceAttachmentIndex = Head.FaceAttachmentIndex;
}
RecreateHead(
characterSettings.TagSet.ToImmutableHashSet(),
characterSettings.HairIndex,
@@ -872,14 +859,9 @@ namespace Barotrauma
characterSettings.MoustacheIndex,
characterSettings.FaceAttachmentIndex);
Head.SkinColor = ChooseColor(SkinColors, characterSettings.SkinColor);
Head.HairColor = ChooseColor(HairColors, characterSettings.HairColor);
Head.FacialHairColor = ChooseColor(FacialHairColors, characterSettings.FacialHairColor);
Color ChooseColor(in ImmutableArray<(Color Color, float Commonness)> availableColors, Color chosenColor)
{
return availableColors.Any(c => c.Color == chosenColor) ? chosenColor : SelectRandomColor(availableColors, Rand.RandSync.Unsynced);
}
Head.SkinColor = characterSettings.SkinColor;
Head.HairColor = characterSettings.HairColor;
Head.FacialHairColor = characterSettings.FacialHairColor;
}
#endif