Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/Characters/AI/EnemyAIController.cs Subsurface/Source/DebugConsole.cs Subsurface/Source/Items/Components/Machines/Radar.cs Subsurface/Source/Items/Item.cs
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@@ -270,7 +270,8 @@ namespace Barotrauma
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//mission type ------------------------------------------------------------------
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missionTypeBlock = new GUITextBlock(new Rectangle(columnX, 0, 300, 20), "Mission type:", "", Alignment.BottomLeft, Alignment.TopLeft, infoFrame);
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missionTypeBlock = new GUITextBlock(new Rectangle(columnX, -10, 300, 20), "Mission type:", "", Alignment.BottomLeft, Alignment.CenterLeft, infoFrame);
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missionTypeBlock.Padding = Vector4.Zero;
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missionTypeBlock.UserData = 0;
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missionTypeButtons = new GUIButton[2];
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@@ -278,7 +279,7 @@ namespace Barotrauma
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missionTypeButtons[0] = new GUIButton(new Rectangle(100, 0, 20, 20), "<", Alignment.BottomLeft, "", missionTypeBlock);
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missionTypeButtons[0].UserData = -1;
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new GUITextBlock(new Rectangle(120, 0, 80, 20), "Random", "", Alignment.BottomLeft, Alignment.TopCenter, missionTypeBlock).UserData = 0;
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new GUITextBlock(new Rectangle(120, 0, 80, 20), "Random", "", Alignment.BottomLeft, Alignment.Center, missionTypeBlock).UserData = 0;
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missionTypeButtons[1] = new GUIButton(new Rectangle(200, 0, 20, 20), ">", Alignment.BottomLeft, "", missionTypeBlock);
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missionTypeButtons[1].UserData = 1;
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@@ -352,6 +353,8 @@ namespace Barotrauma
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public override void Select()
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{
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if (GameMain.NetworkMember == null) return;
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GameMain.LightManager.LosEnabled = false;
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textBox.Select();
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