Refactor and fix #56

This commit is contained in:
Evil Factory
2022-04-15 19:05:24 -03:00
parent 6eb575ea81
commit 42df433d3e
35 changed files with 144 additions and 97 deletions
@@ -25,7 +25,7 @@ namespace Barotrauma.Networking
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
foreach (Client c in networkMember.ConnectedClients)
{
if (GameMain.LuaCs.game.overrideRespawnSub)
if (GameMain.LuaCs.Game.overrideRespawnSub)
continue;
if (!c.InGame) { continue; }
@@ -125,7 +125,7 @@ namespace Barotrauma.Networking
private bool ShouldStartRespawnCountdown(int characterToRespawnCount)
{
if (GameMain.LuaCs.game.overrideRespawnSub)
if (GameMain.LuaCs.Game.overrideRespawnSub)
{
characterToRespawnCount = 0;
}
@@ -136,7 +136,7 @@ namespace Barotrauma.Networking
{
if (RespawnShuttle != null)
{
if (!GameMain.LuaCs.game.overrideRespawnSub)
if (!GameMain.LuaCs.Game.overrideRespawnSub)
{
RespawnShuttle.Velocity = Vector2.Zero;
}
@@ -185,7 +185,7 @@ namespace Barotrauma.Networking
{
if (RespawnShuttle != null)
{
if (GameMain.LuaCs.game.overrideRespawnSub)
if (GameMain.LuaCs.Game.overrideRespawnSub)
{
CurrentState = State.Waiting;
}
@@ -206,7 +206,7 @@ namespace Barotrauma.Networking
Vector2 spawnPos = FindSpawnPos();
if (!GameMain.LuaCs.game.overrideRespawnSub)
if (!GameMain.LuaCs.Game.overrideRespawnSub)
{
RespawnCharacters(spawnPos);
}