(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:47:22 +03:00
parent ec7e23061b
commit 2eaf22683d
129 changed files with 2451 additions and 1336 deletions
@@ -68,6 +68,14 @@ namespace Barotrauma
private float dropItemAnimDuration = 0.5f;
private float dropItemAnimTimer;
public Item DroppedItem
{
get
{
return droppedItem;
}
}
private Item droppedItem;
private GUIComponent draggingMed;
@@ -100,13 +108,15 @@ namespace Barotrauma
if (openHealthWindow == value) return;
if (value != null && !value.UseHealthWindow) return;
var prevOpenHealthWindow = openHealthWindow;
openHealthWindow = value;
toggledThisFrame = true;
if (Character.Controlled == null) { return; }
if (value == null &&
Character.Controlled?.SelectedCharacter?.CharacterHealth != null &&
Character.Controlled.SelectedCharacter.CharacterHealth == openHealthWindow &&
Character.Controlled.SelectedCharacter.CharacterHealth == prevOpenHealthWindow &&
!Character.Controlled.SelectedCharacter.CanInventoryBeAccessed)
{
Character.Controlled.DeselectCharacter();
@@ -537,11 +547,13 @@ namespace Barotrauma
}
if (PlayerInput.KeyHit(InputType.Health) && GUI.KeyboardDispatcher.Subscriber == null &&
Character.AllowInput && Character.FocusedCharacter == null && !toggledThisFrame)
Character.Controlled.AllowInput && !toggledThisFrame)
{
if (openHealthWindow != null)
{
OpenHealthWindow = null;
else
}
else if (Character.Controlled == Character && Character.Controlled.FocusedCharacter == null)
{
OpenHealthWindow = this;
forceAfflictionContainerUpdate = true;
@@ -554,7 +566,10 @@ namespace Barotrauma
HUD.CloseHUD(HUDLayoutSettings.HealthWindowAreaLeft))
{
//emulate a Health input to get the character to deselect the item server-side
Character.Keys[(int)InputType.Health].Hit = true;
if (GameMain.Client != null)
{
Character.Controlled.Keys[(int)InputType.Health].Hit = true;
}
OpenHealthWindow = null;
}
}