Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs
This commit is contained in:
@@ -303,7 +303,7 @@ namespace Barotrauma.Tutorials
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foreach (Structure s in Structure.WallList)
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{
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if (s.CastShadow || !s.HasBody) continue;
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if (s.Rect.Right > steering.Item.CurrentHull.Rect.Right) windows.Add(s);
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}
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@@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials
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}
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if (broken) break;
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}
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if (broken) break;
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yield return CoroutineStatus.Running;
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} while (!broken);
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@@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
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infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller.");
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while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
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@@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
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infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, "
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+ "press the left mouse button.");
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while (!moloch.IsDead)
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{
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if (moloch.WorldPosition.Y > Character.Controlled.WorldPosition.Y + 600.0f)
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{
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moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, Character.Controlled.WorldPosition - moloch.WorldPosition);
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}
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moloch.AIController.SelectTarget(Character.Controlled.AiTarget);
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yield return CoroutineStatus.Running;
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}
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