v0.2: iteminventory sync bugfix, meleeweapon "reload time", spears can be picked even if they're stuck inside a wall, tutorial bugfixes, "submarine godmode", removed round duration, drag character sync, reliable structure damage messages, job assignment bugfixes, some extra sounds
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@@ -15,13 +15,13 @@ namespace Barotrauma
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private GUIComponent infoBox;
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public static void Start()
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public static void StartTutorial()
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{
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Submarine.Load("Content/Map/TutorialSub.sub", "");
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GameMain.GameSession = new GameSession(Submarine.Loaded, "", GameModePreset.list.Find(gm => gm.Name.ToLower()=="tutorial"));
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GameMain.GameSession.StartShift(TimeSpan.Zero, "tutorial");
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GameMain.GameSession.StartShift("tutorial");
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GameMain.GameSession.taskManager.Tasks.Clear();
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@@ -34,9 +34,9 @@ namespace Barotrauma
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CrewManager = new CrewManager();
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}
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public override void Start(TimeSpan duration)
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public override void Start()
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{
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base.Start(duration);
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base.Start();
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WayPoint wayPoint = WayPoint.GetRandom(SpawnType.Cargo, null);
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if (wayPoint==null)
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@@ -273,8 +273,15 @@ namespace Barotrauma
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yield return new WaitForSeconds(2.0f);
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infoBox = CreateInfoFrame("You can now move the other end of the wire around, and attach it on the wall by left clicking or "
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+ "remove the previous attachment by right clicking. Or you can just run the wire straight to the junction box and attach it "
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+ " the same way you did to the navigation terminal.");
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+ "remove the previous attachment by right clicking. Or if you don't care for neatly laid out wiring, you can just "
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+"run it straight to the junction box.");
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while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.GetComponent<PowerTransfer>()==null)
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{
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yield return CoroutineStatus.Running;
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}
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infoBox = CreateInfoFrame("Connect the wire to the junction box by pulling it to the power connection, the same way you did with the navigation terminal.");
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while (radar.Voltage<0.1f)
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{
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@@ -346,10 +353,10 @@ namespace Barotrauma
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Vector2 steeringDir = windows[0].Position - moloch.Position;
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if (steeringDir != Vector2.Zero) steeringDir = Vector2.Normalize(steeringDir);
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foreach (Limb limb in moloch.AnimController.Limbs)
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{
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limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X*2.0f, limb.LinearVelocity.Y + steeringDir.Y*10.0f);
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}
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//foreach (Limb limb in moloch.AnimController.Limbs)
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//{
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// limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X*2.0f, limb.LinearVelocity.Y + steeringDir.Y*10.0f);
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//}
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moloch.AIController.Steering = steeringDir;
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@@ -365,11 +372,12 @@ namespace Barotrauma
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}
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yield return new WaitForSeconds(1.0f);
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yield return new WaitForSeconds(0.1f);
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} while (!broken);
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yield return new WaitForSeconds(0.5f);
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Submarine.Loaded.GodMode = true;
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var capacitor1 = Item.itemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
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var capacitor2 = Item.itemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
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@@ -470,6 +478,8 @@ namespace Barotrauma
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yield return CoroutineStatus.Running;
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}
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Submarine.Loaded.GodMode = false;
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infoBox = CreateInfoFrame("The creature has died. Now you should fix the damages in the control room: "+
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"Grab a welding tool from the closet in the railgun room.");
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@@ -584,7 +594,7 @@ namespace Barotrauma
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private bool Restart(GUIButton button, object obj)
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{
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TutorialMode.Start();
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TutorialMode.StartTutorial();
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return true;
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}
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