Unstable 0.1400.1.0
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+18
-8
@@ -211,10 +211,7 @@ namespace Barotrauma
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{
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Character.Controlled = null;
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if (prevControlled != null)
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{
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prevControlled.ClearInputs();
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}
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prevControlled?.ClearInputs();
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overlayColor = Color.LightGray;
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overlaySprite = Map.CurrentLocation.Type.GetPortrait(Map.CurrentLocation.PortraitId);
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@@ -535,7 +532,13 @@ namespace Barotrauma
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msg.Write(map.CurrentLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.CurrentLocationIndex);
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msg.Write(map.SelectedLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.SelectedLocationIndex);
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msg.Write(map.SelectedMissionIndex == -1 ? byte.MaxValue : (byte)map.SelectedMissionIndex);
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var selectedMissionIndices = map.GetSelectedMissionIndices();
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msg.Write((byte)selectedMissionIndices.Count());
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foreach (int selectedMissionIndex in selectedMissionIndices)
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{
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msg.Write((byte)selectedMissionIndex);
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}
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msg.Write(PurchasedHullRepairs);
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msg.Write(PurchasedItemRepairs);
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msg.Write(PurchasedLostShuttles);
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@@ -589,8 +592,15 @@ namespace Barotrauma
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string mapSeed = msg.ReadString();
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UInt16 currentLocIndex = msg.ReadUInt16();
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UInt16 selectedLocIndex = msg.ReadUInt16();
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byte selectedMissionIndex = msg.ReadByte();
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bool allowDebugTeleport = msg.ReadBoolean();
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byte selectedMissionCount = msg.ReadByte();
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List<int> selectedMissionIndices = new List<int>();
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for (int i = 0; i < selectedMissionCount; i++)
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{
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selectedMissionIndices.Add(msg.ReadByte());
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}
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bool allowDebugTeleport = msg.ReadBoolean();
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float? reputation = null;
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if (msg.ReadBoolean()) { reputation = msg.ReadSingle(); }
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@@ -717,7 +727,7 @@ namespace Barotrauma
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campaign.Map.SetLocation(currentLocIndex == UInt16.MaxValue ? -1 : currentLocIndex);
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campaign.Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
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campaign.Map.SelectMission(selectedMissionIndex);
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campaign.Map.SelectMission(selectedMissionIndices);
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campaign.Map.AllowDebugTeleport = allowDebugTeleport;
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campaign.CargoManager.SetItemsInBuyCrate(buyCrateItems);
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campaign.CargoManager.SetPurchasedItems(purchasedItems);
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+3
-6
@@ -266,10 +266,7 @@ namespace Barotrauma
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prevControlled.AIController.Enabled = false;
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}
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Character.Controlled = null;
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if (prevControlled != null)
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{
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prevControlled.ClearInputs();
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}
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prevControlled?.ClearInputs();
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GUI.DisableHUD = true;
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while (GameMain.Instance.LoadingScreenOpen)
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@@ -305,7 +302,7 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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overlayTextColor = Color.Lerp(Color.Transparent, Color.White, (timer - 1.0f) / fadeInDuration);
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timer = Math.Min(timer + CoroutineManager.DeltaTime, textDuration);
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timer = Math.Min(timer + CoroutineManager.UnscaledDeltaTime, textDuration);
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yield return CoroutineStatus.Running;
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}
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var outpost = GameMain.GameSession.Level.StartOutpost;
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@@ -333,7 +330,7 @@ namespace Barotrauma
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while (timer < fadeInDuration)
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{
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overlayColor = Color.Lerp(Color.LightGray, Color.Transparent, timer / fadeInDuration);
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timer += CoroutineManager.DeltaTime;
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timer += CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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}
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overlayColor = Color.Transparent;
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+1
-4
@@ -224,10 +224,7 @@ namespace Barotrauma.Tutorials
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public virtual void Update(float deltaTime)
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{
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if (videoPlayer != null)
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{
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videoPlayer.Update();
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}
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videoPlayer?.Update();
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if (activeObjectives != null)
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{
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