Build 0.18.13.0

This commit is contained in:
Markus Isberg
2022-07-01 12:16:36 +09:00
parent 8e6c601162
commit 497045de7e
79 changed files with 717 additions and 361 deletions
@@ -549,7 +549,7 @@ namespace Barotrauma
startPath = new Tunnel(
TunnelType.SidePath,
new List<Point>() { startExitPosition, startPosition },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
Tunnels.Add(startPath);
}
else
@@ -561,7 +561,7 @@ namespace Barotrauma
endPath = new Tunnel(
TunnelType.SidePath,
new List<Point>() { endPosition, endExitPosition },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
Tunnels.Add(endPath);
}
else
@@ -576,14 +576,14 @@ namespace Barotrauma
endHole = new Tunnel(
TunnelType.SidePath,
new List<Point>() { startPosition, startExitPosition, new Point(0, Size.Y) },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
}
else
{
endHole = new Tunnel(
TunnelType.SidePath,
new List<Point>() { endPosition, endExitPosition, Size },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
}
Tunnels.Add(endHole);
}
@@ -601,7 +601,7 @@ namespace Barotrauma
abyssTunnel = new Tunnel(
TunnelType.SidePath,
new List<Point>() { lowestPoint, new Point(lowestPoint.X, 0) },
minWidth / 2, parentTunnel: mainPath);
minWidth, parentTunnel: mainPath);
Tunnels.Add(abyssTunnel);
}
@@ -4266,6 +4266,7 @@ namespace Barotrauma
corpse.TeamID = CharacterTeamType.None;
corpse.EnableDespawn = false;
selectedPrefab.GiveItems(corpse, wreck);
corpse.Kill(CauseOfDeathType.Unknown, causeOfDeathAffliction: null, log: false);
corpse.CharacterHealth.ApplyAffliction(corpse.AnimController.MainLimb, AfflictionPrefab.OxygenLow.Instantiate(200));
bool applyBurns = Rand.Value() < 0.1f;
bool applyDamage = Rand.Value() < 0.3f;
@@ -4294,7 +4295,7 @@ namespace Barotrauma
return strength;
}
}
corpse.Kill(CauseOfDeathType.Unknown, causeOfDeathAffliction: null, log: false);
corpse.CharacterHealth.ForceUpdateVisuals();
corpse.GiveIdCardTags(sp);
bool isServerOrSingleplayer = GameMain.IsSingleplayer || GameMain.NetworkMember is { IsServer: true };