Seems like sending a long-winded copy-paste of the traitor greeting message to host when he's still in lobby causes an error: https://cdn.discordapp.com/attachments/386620407035330561/387295192946049025/unknown.png

This is mostly a bugfix
This commit is contained in:
Alex Noir
2017-12-05 00:20:36 +03:00
parent 94b2c4c9e7
commit 3b02f0c86a
@@ -14,15 +14,15 @@ namespace Barotrauma
Character = character;
}
public void Greet(GameServer server)
public void Greet(GameServer server, string codeWords, string codeResponse)
{
//Greeting messages TODO: Move this to a function in Traitor class
string greetingMessage = "You are the Traitor! Your secret task is to assassinate " + TargetCharacter.Name + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
string moreAgentsMessage = "It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. "
+ "Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.";
moreAgentsMessage += "\nThe code words are: " + server.TraitorManager.codeWords + ".";
moreAgentsMessage += "\nThe code response is: " + server.TraitorManager.codeResponse + ".\n";
moreAgentsMessage += "\nThe code words are: " + codeWords + ".";
moreAgentsMessage += "\nThe code response is: " + codeResponse + ".\n";
if (server.Character != Character)
{
@@ -35,8 +35,8 @@ namespace Barotrauma
var msgBox = ChatMessage.Create(
null,
"There might be other agents. Use these to communicate with them." +
"\nThe code words are: " + server.TraitorManager.codeWords + "." +
"\nThe code response is: " + server.TraitorManager.codeResponse + ".",
"\nThe code words are: " + codeWords + "." +
"\nThe code response is: " + codeResponse + ".",
(ChatMessageType)ChatMessageType.MessageBox,
null);
@@ -48,15 +48,12 @@ namespace Barotrauma
#if CLIENT
if (server.Character == null)
{
new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + Character.Name+".");
new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + TargetCharacter.Name+".");
}
else if (server.Character == Character)
{
TraitorManager.CreateStartPopUp(TargetCharacter.Name);
GameMain.NetworkMember.AddChatMessage(greetingMessage + "\n" + moreAgentsMessage, ChatMessageType.Server);
GameMain.NetworkMember.AddChatMessage("There might be other agents. Use these to communicate with them." +
"\nThe code words are: " + server.TraitorManager.codeWords + "." +
"\nThe code response is: " + server.TraitorManager.codeResponse + ".", ChatMessageType.MessageBox);
GameMain.NetworkMember.AddChatMessage(moreAgentsMessage, ChatMessageType.Server);
return;
}
#endif
@@ -141,7 +138,7 @@ namespace Barotrauma
Character targetCharacter = characters[targetIndex];
traitor.TargetCharacter = targetCharacter;
traitor.Greet(server);
traitor.Greet(server, codeWords, codeResponse);
}
}