Unstable 0.1400.7.0 (Coronavirus edition)

This commit is contained in:
Markus Isberg
2021-07-23 21:01:17 +03:00
parent ee5308b39f
commit 47707c824a
133 changed files with 1310 additions and 533 deletions
@@ -82,13 +82,13 @@ namespace Barotrauma.Items.Components
get { return nodes; }
}
private readonly List<Pair<Character,Node>> charactersInRange = new List<Pair<Character, Node>>();
private readonly List<(Character character, Node node)> charactersInRange = new List<(Character character, Node node)>();
private bool charging;
private float timer;
private Attack attack;
private readonly Attack attack;
public ElectricalDischarger(Item item, XElement element) :
base(item, element)
@@ -114,8 +114,8 @@ namespace Barotrauma.Items.Components
{
//already active, do nothing
if (IsActive) { return false; }
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
if (character != null && !CharacterUsable) { return false; }
CurrPowerConsumption = powerConsumption;
charging = true;
@@ -182,9 +182,9 @@ namespace Barotrauma.Items.Components
FindNodes(item.WorldPosition, Range);
if (attack != null)
{
foreach (Pair<Character, Node> characterInRange in charactersInRange)
foreach ((Character character, Node node) in charactersInRange)
{
characterInRange.First.ApplyAttack(null, characterInRange.Second.WorldPosition, attack, 1.0f);
character.ApplyAttack(null, node.WorldPosition, attack, 1.0f);
}
}
DischargeProjSpecific();
@@ -315,7 +315,6 @@ namespace Barotrauma.Items.Components
if (closestIndex == -1 || closestDist > currentRange)
{
int originalParentNodeIndex = parentNodeIndex;
//nothing in range, create some arcs to random directions
for (int i = 0; i < Rand.Int(4); i++)
{
@@ -455,7 +454,7 @@ namespace Barotrauma.Items.Components
AddNodesBetweenPoints(currPos, targetPos, 0.25f, ref parentNodeIndex);
nodes.Add(new Node(targetPos, parentNodeIndex));
entitiesInRange.RemoveAt(closestIndex);
charactersInRange.Add(new Pair<Character, Node>(character, nodes[parentNodeIndex]));
charactersInRange.Add((character, nodes[parentNodeIndex]));
FindNodes(entitiesInRange, targetPos, nodes.Count - 1, currentRange);
}
}