Item.Container bugfix (affected at least railguns in MP), merged the "your crew has died" message box with shiftsummary, reliable reactor syncing, prevent artifacts dropping out of the level
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@@ -52,7 +52,7 @@ namespace Barotrauma
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return;
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}
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if (container.Item.inventory == character.Inventory)
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if (container.Item.Inventory == character.Inventory)
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{
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var containedItems = container.Inventory.Items;
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//if there's already something in the mask (empty oxygen tank?), drop it
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@@ -102,8 +102,8 @@ namespace Barotrauma
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currSearchIndex++;
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if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) continue;
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if (IgnoreContainedItems && Item.ItemList[currSearchIndex].container != null) continue;
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if (Item.ItemList[currSearchIndex].inventory is CharacterInventory) continue;
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if (IgnoreContainedItems && Item.ItemList[currSearchIndex].Container != null) continue;
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if (Item.ItemList[currSearchIndex].Inventory is CharacterInventory) continue;
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targetItem = Item.ItemList[currSearchIndex];
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@@ -119,9 +119,9 @@ namespace Barotrauma
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private void AddGoToObjective(Item item)
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{
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Item moveToTarget = item;
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while (moveToTarget.container != null)
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while (moveToTarget.Container != null)
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{
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moveToTarget = moveToTarget.container;
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moveToTarget = moveToTarget.Container;
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}
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AddSubObjective(new AIObjectiveGoTo(moveToTarget, character));
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