Improved level generation algorithm, fixed invisible hulls, turret projectile fix, fabricators work in mp

This commit is contained in:
Regalis
2016-02-11 21:37:37 +02:00
parent 5a38c4b1ef
commit 4f54e04c8c
32 changed files with 435 additions and 161 deletions
@@ -301,6 +301,10 @@ namespace Barotrauma.Items.Components
int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
message.WriteRangedInteger(-1, fabricableItems.Count-1, itemIndex);
var containers = item.GetComponents<ItemContainer>();
containers[0].Inventory.FillNetworkData(type, message, null);
containers[1].Inventory.FillNetworkData(type, message, null);
return true;
}
@@ -311,6 +315,10 @@ namespace Barotrauma.Items.Components
int itemIndex = message.ReadRangedInteger(-1, fabricableItems.Count-1);
var containers = item.GetComponents<ItemContainer>();
containers[0].Inventory.ReadNetworkData(type, message, sendingTime);
containers[1].Inventory.ReadNetworkData(type, message, sendingTime);
if (itemIndex == -1)
{
CancelFabricating();
@@ -324,7 +332,6 @@ namespace Barotrauma.Items.Components
SelectItem(null, fabricableItems[itemIndex]);
StartFabricating(fabricableItems[itemIndex]);
timeUntilReady -= sendingTime - (float)Lidgren.Network.NetTime.Now;
}
lastNetworkUpdate = sendingTime;