(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-16 17:12:09 +03:00
parent bd07acf26d
commit 6262b3ea54
96 changed files with 1972 additions and 825 deletions
@@ -209,6 +209,7 @@ namespace Barotrauma
//isActive = false;
bool spawnReady = false;
if (spawnPending)
{
//wait until there are no submarines at the spawnpos
@@ -219,25 +220,31 @@ namespace Barotrauma
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos) < minDist * minDist) return;
}
spawnPending = false;
//+1 because Range returns an integer less than the max value
int amount = Rand.Range(minAmount, maxAmount + 1, Rand.RandSync.Server);
monsters = new Character[amount];
monsters = new List<Character>();
float offsetAmount = spawnPosType == Level.PositionType.MainPath ? 1000 : 100;
for (int i = 0; i < amount; i++)
{
bool isClient = false;
{
CoroutineManager.InvokeAfter(() =>
{
bool isClient = false;
#if CLIENT
isClient = GameMain.Client != null;
isClient = GameMain.Client != null;
#endif
monsters[i] = Character.Create(
characterFile, spawnPos + Rand.Vector(100.0f, Rand.RandSync.Server),
i.ToString(), null, isClient, true, true);
monsters.Add(Character.Create(characterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true));
if (monsters.Count == amount)
{
spawnReady = true;
}
}, Rand.Range(0f, amount / 2, Rand.RandSync.Server));
}
spawnPending = false;
}
if (!spawnReady) { return; }
Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
#if CLIENT
if (Character.Controlled != null) targetEntity = (Entity)Character.Controlled;