v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -457,7 +457,7 @@ namespace Barotrauma
if (draggingItemToWorld)
{
if (item.OwnInventory == null ||
!item.OwnInventory.CanBePut(CharacterInventory.draggingItem) ||
!item.OwnInventory.CanBePut(CharacterInventory.DraggingItems.First()) ||
!CanAccessInventory(item.OwnInventory))
{
continue;
@@ -561,7 +561,7 @@ namespace Barotrauma
{
if (InvisibleTimer > 0.0f)
{
if (Controlled == null || (Controlled.CharacterHealth.GetAffliction("psychosis")?.Strength ?? 0.0f) <= 0.0f)
if (Controlled == null || Controlled == this || (Controlled.CharacterHealth.GetAffliction("psychosis")?.Strength ?? 0.0f) <= 0.0f)
{
InvisibleTimer = 0.0f;
}
@@ -579,15 +579,15 @@ namespace Barotrauma
{
soundTimer -= deltaTime;
}
else if (AIController != null)
else if (AIController is EnemyAIController enemyAI)
{
switch (AIController.State)
switch (enemyAI.State)
{
case AIState.Attack:
PlaySound(CharacterSound.SoundType.Attack);
break;
default:
var petBehavior = (AIController as EnemyAIController)?.PetBehavior;
var petBehavior = enemyAI.PetBehavior;
if (petBehavior != null && petBehavior.Happiness < petBehavior.MaxHappiness * 0.25f)
{
PlaySound(CharacterSound.SoundType.Unhappy);
@@ -741,7 +741,7 @@ namespace Barotrauma
if (speechBubbleTimer > 0.0f)
{
GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 30,
GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 5,
speechBubbleColor * Math.Min(speechBubbleTimer, 1.0f), 0.0f,
Math.Min(speechBubbleTimer, 1.0f));
}
@@ -803,7 +803,7 @@ namespace Barotrauma
Color nameColor = Color.White;
if (Controlled != null && TeamID != Controlled.TeamID)
{
nameColor = TeamID == TeamType.FriendlyNPC ? Color.SkyBlue : GUI.Style.Red;
nameColor = TeamID == CharacterTeamType.FriendlyNPC ? Color.SkyBlue : GUI.Style.Red;
}
if (CampaignInteractionType != CampaignMode.InteractionType.None && AllowCustomInteract)
{
@@ -902,7 +902,7 @@ namespace Barotrauma
}
var selectedSound = matchingSounds.GetRandom();
if (selectedSound?.Sound == null) { return; }
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, AnimController.WorldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: CurrentHull);
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, AnimController.WorldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: CurrentHull, ignoreMuffling: selectedSound.IgnoreMuffling);
soundTimer = soundInterval;
}