(57c934c4b) Added: Padding for video text, missing xml elements for titles, instructions.
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+10
-26
@@ -456,6 +456,11 @@ namespace Barotrauma.Tutorials
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}
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break;
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case 7: // Degrading1: Any equipment degrades to 50% health or less and player has not assigned any crew to perform maintenance [Text]
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if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display
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{
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return false;
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}
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bool degradedEquipmentFound = false;
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foreach (Item item in Item.ItemList)
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@@ -467,8 +472,7 @@ namespace Barotrauma.Tutorials
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if (degradedEquipmentFound)
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{
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degrading2ActivationCountdown = 5f;
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if (HasOrder("repairsystems"))
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if (HasOrder("repairsystems", "jobspecific"))
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{
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segments[index].IsTriggered = true;
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return false;
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@@ -479,27 +483,7 @@ namespace Barotrauma.Tutorials
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return false;
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}
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break;
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case 8: // Degrading2: 5 seconds after 'Degrading1' dismissed, and only if player has not assigned any crew to perform maintenance [Video]
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if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display
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{
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return false;
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}
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if (degrading2ActivationCountdown == -1f)
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{
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return false;
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}
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else if (degrading2ActivationCountdown > 0.0f)
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{
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degrading2ActivationCountdown -= deltaTime;
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if (HasOrder("repairsystems", "jobspecific"))
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{
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segments[index].IsTriggered = true;
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}
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return false;
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}
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break;
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case 9: // Medical: Crewmember is injured but not killed [Video]
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case 8: // Medical: Crewmember is injured but not killed [Video]
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for (int i = 0; i < crew.Count; i++)
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{
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Character member = crew[i];
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@@ -515,7 +499,7 @@ namespace Barotrauma.Tutorials
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if (injuredMember == null) return false;
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break;
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case 10: // Approach1: Destination is within ~100m [Video]
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case 9: // Approach1: Destination is within ~100m [Video]
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if (Vector2.Distance(Submarine.MainSub.WorldPosition, Level.Loaded.EndPosition) > 8000f)
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{
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return false;
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@@ -525,7 +509,7 @@ namespace Barotrauma.Tutorials
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TriggerTutorialSegment(index, GameMain.GameSession.EndLocation.Name);
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return true;
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}
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case 11: // Approach2: Sub is docked [Text]
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case 10: // Approach2: Sub is docked [Text]
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if (!Submarine.MainSub.AtEndPosition || Submarine.MainSub.DockedTo.Count == 0)
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{
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return false;
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@@ -576,7 +560,7 @@ namespace Barotrauma.Tutorials
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return;
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}
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break;
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case "Degrading2": // Fixed
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case "Degrading": // Fixed
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if (mechanic != null && !mechanic.IsDead)
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{
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HumanAIController humanAI = mechanic.AIController as HumanAIController;
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