v0.19.0.0 (unstable)

This commit is contained in:
Regalis11
2022-07-20 18:47:07 +03:00
parent 2e2663a175
commit 6b55adcdd9
170 changed files with 2769 additions and 1634 deletions
@@ -60,16 +60,6 @@ namespace Barotrauma
/// </summary>
public const bool UpgradeAlsoConnectedSubs = true;
/// <summary>
/// Prevents the player from upgrading the submarine when we are switching to a new one.
/// </summary>
/// <remarks>
/// In singleplayer we check if CampaignMode.PendingSubmarineSwitch is not null indicating we are switching submarines
/// but in multiplayer that value is not synced so we use this variable instead by setting it to false in <see cref="UpgradeManager.ClientRead"/>
/// and then set it back to true when the round ends in <see cref="MultiPlayerCampaign.End"/>
/// </remarks>
public bool CanUpgrade = true;
/// <summary>
/// This is used by the client in multiplayer, acts like a secondary PendingUpgrades list
/// but is not affected by server messages.
@@ -713,9 +703,9 @@ namespace Barotrauma
public bool CanUpgradeSub()
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return CanUpgrade; }
return Campaign.PendingSubmarineSwitch == null;
return
Campaign.PendingSubmarineSwitch == null ||
Campaign.PendingSubmarineSwitch.Name == Submarine.MainSub.Info.Name;
}
public void Save(XElement? parent)