Merge pull request #188 from Crystalwarrior/moStuff

Motion detectors, ducts, more chem effects and chems, fabricator/deconstructor overhaul, more footsteps, clown hitsounds...
This commit is contained in:
Joonas Rikkonen
2018-01-09 12:11:15 +02:00
committed by GitHub
69 changed files with 1411 additions and 539 deletions
@@ -22,24 +22,28 @@ namespace Barotrauma
public readonly Vector2 Position;
public readonly Inventory Inventory;
public readonly Submarine Submarine;
public readonly float Condition;
public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition)
public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, float? condition = null)
{
Prefab = prefab;
Position = worldPosition;
Condition = (float)(condition ?? prefab.Health);
}
public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub)
public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, float? condition = null)
{
Prefab = prefab;
Position = position;
Submarine = sub;
Condition = (float)(condition ?? prefab.Health);
}
public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory)
public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, float? condition = null)
{
Prefab = prefab;
Inventory = inventory;
Condition = (float)(condition ?? prefab.Health);
}
public Entity Spawn()
@@ -48,12 +52,12 @@ namespace Barotrauma
if (Inventory != null)
{
spawnedItem = new Item(Prefab, Vector2.Zero, null);
spawnedItem = new Item(Prefab, Vector2.Zero, null, Condition);
Inventory.TryPutItem(spawnedItem, null, spawnedItem.AllowedSlots);
}
else
{
spawnedItem = new Item(Prefab, Position, Submarine);
spawnedItem = new Item(Prefab, Position, Submarine, Condition);
}
return spawnedItem;
@@ -83,25 +87,25 @@ namespace Barotrauma
removeQueue = new Queue<Entity>();
}
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition)
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null)
{
if (GameMain.Client != null) return;
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition));
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
}
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub)
public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null)
{
if (GameMain.Client != null) return;
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub));
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
}
public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory)
public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null)
{
if (GameMain.Client != null) return;
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory));
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, condition));
}
public void AddToRemoveQueue(Entity entity)
@@ -1509,7 +1509,9 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Running;
} while (cinematic.Running);//(secondsLeft > 0.0f);
#if CLIENT
SoundPlayer.OverrideMusicType = null;
#endif
Submarine.Unload();
entityEventManager.Clear();