Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -213,8 +213,6 @@ namespace Barotrauma
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break;
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case "near":
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case "close":
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if (Submarine.Loaded == null) break;
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float closestDist = 0.0f;
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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@@ -223,7 +221,7 @@ namespace Barotrauma
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//don't spawn inside hulls
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if (Hull.FindHull(wp.WorldPosition, null) != null) continue;
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float dist = Vector2.Distance(wp.WorldPosition, Submarine.Loaded.WorldPosition);
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float dist = Vector2.Distance(wp.WorldPosition, GameMain.GameScreen.Cam.WorldViewCenter);
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if (spawnPoint == null || dist < closestDist)
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{
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@@ -319,7 +317,9 @@ namespace Barotrauma
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Character.Controlled = Character.CharacterList.Find(c => !c.IsNetworkPlayer && c.Name.ToLowerInvariant() == commands[1]);
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break;
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case "godmode":
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Submarine.Loaded.GodMode = !Submarine.Loaded.GodMode;
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if (Submarine.MainSub == null) return;
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Submarine.MainSub.GodMode = !Submarine.MainSub.GodMode;
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break;
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case "dumpids":
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int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
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@@ -438,8 +438,11 @@ namespace Barotrauma
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return;
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}
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if (Submarine.SaveCurrent(System.IO.Path.Combine(Submarine.SavePath, fileName +".sub"))) NewMessage("map saved", Color.Green);
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Submarine.Loaded.CheckForErrors();
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if (Submarine.SaveCurrent(System.IO.Path.Combine(Submarine.SavePath, fileName + ".sub")))
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{
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NewMessage("Sub saved", Color.Green);
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//Submarine.Loaded.First().CheckForErrors();
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}
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break;
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case "loadmap":
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