From 384453b05cb7ae49d9a6c17552f33342f483173b Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Mon, 21 May 2018 20:27:23 +0300 Subject: [PATCH] Fixed compiler errors caused by mission refactoring in the server project --- Barotrauma/BarotraumaServer/Source/DebugConsole.cs | 2 +- Barotrauma/BarotraumaServer/Source/GameMain.cs | 2 +- .../BarotraumaServer/Source/Screens/NetLobbyScreen.cs | 8 ++++---- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Barotrauma/BarotraumaServer/Source/DebugConsole.cs b/Barotrauma/BarotraumaServer/Source/DebugConsole.cs index c83b5cc93..0d31c1d48 100644 --- a/Barotrauma/BarotraumaServer/Source/DebugConsole.cs +++ b/Barotrauma/BarotraumaServer/Source/DebugConsole.cs @@ -127,7 +127,7 @@ namespace Barotrauma { return new string[][] { - Mission.MissionTypes.ToArray() + MissionPrefab.MissionTypes.ToArray() }; })); diff --git a/Barotrauma/BarotraumaServer/Source/GameMain.cs b/Barotrauma/BarotraumaServer/Source/GameMain.cs index b376cc3dd..5210a6c9c 100644 --- a/Barotrauma/BarotraumaServer/Source/GameMain.cs +++ b/Barotrauma/BarotraumaServer/Source/GameMain.cs @@ -77,7 +77,7 @@ namespace Barotrauma public void Init() { - Mission.Init(); + MissionPrefab.Init(); MapEntityPrefab.Init(); LevelGenerationParams.LoadPresets(); diff --git a/Barotrauma/BarotraumaServer/Source/Screens/NetLobbyScreen.cs b/Barotrauma/BarotraumaServer/Source/Screens/NetLobbyScreen.cs index dab5716c4..959d85b2c 100644 --- a/Barotrauma/BarotraumaServer/Source/Screens/NetLobbyScreen.cs +++ b/Barotrauma/BarotraumaServer/Source/Screens/NetLobbyScreen.cs @@ -75,18 +75,18 @@ namespace Barotrauma set { lastUpdateID++; - missionTypeIndex = Math.Max(0, Math.Min(Mission.MissionTypes.Count() - 1, value)); + missionTypeIndex = Math.Max(0, Math.Min(MissionPrefab.MissionTypes.Count() - 1, value)); } } public string MissionTypeName { - get { return Mission.MissionTypes[MissionTypeIndex]; } + get { return MissionPrefab.MissionTypes[MissionTypeIndex]; } set { - for (int i = 0; i < Mission.MissionTypes.Count(); i++) + for (int i = 0; i < MissionPrefab.MissionTypes.Count(); i++) { - if (Mission.MissionTypes[i].ToLower() == value.ToLower()) + if (MissionPrefab.MissionTypes[i].ToLower() == value.ToLower()) { MissionTypeIndex = i; break;