(99a5e8cf8) Fix bots not using the ladders when swimming on the water surface. + merge fix
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@@ -9,8 +9,6 @@ namespace Barotrauma
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{
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class SinglePlayerCampaign : CampaignMode
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{
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public ContextualTutorial ContextualTutorial;
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private GUIButton endRoundButton;
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private bool crewDead;
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@@ -41,13 +39,6 @@ namespace Barotrauma
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CrewManager.AddCharacterInfo(new CharacterInfo(Character.HumanConfigFile, "", jobPrefab));
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}
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}
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ContextualTutorial = Tutorial.Tutorials.Find(t => t is ContextualTutorial) as ContextualTutorial;
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if (ContextualTutorial.Selected) // Selected when starting a new game -> initialize
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{
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ContextualTutorial.Initialize();
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}
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}
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public override void Start()
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@@ -157,11 +148,6 @@ namespace Barotrauma
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base.AddToGUIUpdateList();
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CrewManager.AddToGUIUpdateList();
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endRoundButton.AddToGUIUpdateList();
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if (ContextualTutorial.Initialized)
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{
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ContextualTutorial.AddToGUIUpdateList();
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}
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}
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public override void Update(float deltaTime)
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@@ -306,7 +292,6 @@ namespace Barotrauma
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TextManager.Get("QuitButton"));
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quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
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quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
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quitButton.OnClicked += (GUIButton button, object obj) => { if (ContextualTutorial.Initialized) ContextualTutorial.Stop(); return true; };
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}
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}
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@@ -391,10 +376,6 @@ namespace Barotrauma
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case "map":
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campaign.map = Map.LoadNew(subElement);
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break;
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case "contextualtutorial":
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campaign.ContextualTutorial.Initialize(); // Initialize when saved element found
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campaign.ContextualTutorial.LoadPartiallyComplete(subElement);
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break;
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}
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}
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@@ -223,8 +223,10 @@ namespace Barotrauma
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}
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}
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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//only humanoids can climb ladders
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
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currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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@@ -234,7 +236,7 @@ namespace Barotrauma
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !character.AnimController.InWater)
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if (character.IsClimbing && !isDiving)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -279,7 +281,7 @@ namespace Barotrauma
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing)
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if (character.IsClimbing && isDiving)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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@@ -1432,7 +1432,7 @@ namespace Barotrauma
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doc.Root.Add(new XAttribute("md5hash", hash.Hash));
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if (previewImage != null)
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{
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//doc.Root.Add(new XAttribute("previewimage", Convert.ToBase64String(previewImage.ToArray())));
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doc.Root.Add(new XAttribute("previewimage", Convert.ToBase64String(previewImage.ToArray())));
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}
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try
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