diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs index 56304b84f..84140c9db 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs @@ -261,7 +261,7 @@ namespace Barotrauma.Tutorials yield return Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running; } - infoBox = CreateInfoFrame("You can take a look at the area around the sub by selecting the \"Sonar\" checkbox."); + infoBox = CreateInfoFrame("You can take a look at the area around the sub by selecting the \"Active Sonar\" checkbox."); while (!radar.IsActive) { @@ -288,7 +288,7 @@ namespace Barotrauma.Tutorials infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern."); - while (Submarine.MainSub.WorldPosition.Y > 40000.0f) + while (Submarine.MainSub.WorldPosition.Y > 32000.0f) { yield return Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running; } @@ -318,14 +318,14 @@ namespace Barotrauma.Tutorials { steering.TargetVelocity = Vector2.Zero; - slowdownTimer = Math.Max(0.0f, slowdownTimer - CoroutineManager.DeltaTime*0.3f); + slowdownTimer = Math.Max(0.0f, slowdownTimer - CoroutineManager.DeltaTime * 0.3f); Submarine.MainSub.Velocity *= slowdownTimer; moloch.AIController.SelectTarget(steering.Item.CurrentHull.AiTarget); Vector2 steeringDir = windows[0].WorldPosition - moloch.WorldPosition; if (steeringDir != Vector2.Zero) steeringDir = Vector2.Normalize(steeringDir); - moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, steeringDir*100.0f); + moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, steeringDir * 100.0f); foreach (Structure window in windows) { @@ -373,11 +373,10 @@ namespace Barotrauma.Tutorials Door commandDoor1 = Item.ItemList.Find(i => i.HasTag("commanddoor1")).GetComponent(); Door commandDoor2 = Item.ItemList.Find(i => i.HasTag("commanddoor2")).GetComponent(); - Door commandDoor3 = Item.ItemList.Find(i => i.HasTag("commanddoor3")).GetComponent(); //wait until the player is out of the room and the doors are closed while (Controlled.WorldPosition.X > commandDoor1.Item.WorldPosition.X || - (commandDoor1.IsOpen || (commandDoor2.IsOpen || commandDoor3.IsOpen))) + (commandDoor1.IsOpen || commandDoor2.IsOpen)) { //prevent the hull from filling up completely and crushing the player steering.Item.CurrentHull.WaterVolume = Math.Min(steering.Item.CurrentHull.WaterVolume, steering.Item.CurrentHull.Volume * 0.9f); @@ -617,7 +616,7 @@ namespace Barotrauma.Tutorials while (cinematic.Running) { - yield return Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running; + yield return Controlled != null && Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running; } Submarine.Unload();