(fba51acd3) Fixed: Mechanic tutorial getting stuck if repairing the broken pump before the leaks are repaired

This commit is contained in:
Joonas Rikkonen
2019-06-09 17:39:32 +03:00
parent 45e05f7c4b
commit 6dc3e64bf5
2 changed files with 5 additions and 1 deletions
@@ -188,6 +188,8 @@ namespace Barotrauma.Tutorials
mechanic_brokenPump = Item.ItemList.Find(i => i.HasTag("mechanic_brokenpump")).GetComponent<Pump>(); mechanic_brokenPump = Item.ItemList.Find(i => i.HasTag("mechanic_brokenpump")).GetComponent<Pump>();
mechanic_brokenPump.Item.Indestructible = false; mechanic_brokenPump.Item.Indestructible = false;
mechanic_brokenPump.Item.Condition = 0; mechanic_brokenPump.Item.Condition = 0;
mechanic_brokenPump.CanBeSelected = false;
mechanic_brokenPump.Item.GetComponent<Repairable>().CanBeSelected = false;
mechanic_brokenWall_2 = Structure.WallList.Find(i => i.SpecialTag == "mechanic_brokenwall_2"); mechanic_brokenWall_2 = Structure.WallList.Find(i => i.SpecialTag == "mechanic_brokenwall_2");
tutorial_submarineDoor = Item.ItemList.Find(i => i.HasTag("tutorial_submarinedoor")).GetComponent<Door>(); tutorial_submarineDoor = Item.ItemList.Find(i => i.HasTag("tutorial_submarinedoor")).GetComponent<Door>();
tutorial_submarineDoorLight = Item.ItemList.Find(i => i.HasTag("tutorial_submarinedoorlight")).GetComponent<LightComponent>(); tutorial_submarineDoorLight = Item.ItemList.Find(i => i.HasTag("tutorial_submarinedoorlight")).GetComponent<LightComponent>();
@@ -525,7 +527,9 @@ namespace Barotrauma.Tutorials
mechanic.RemoveActiveObjectiveEntity(mechanic_brokenWall_2); mechanic.RemoveActiveObjectiveEntity(mechanic_brokenWall_2);
TriggerTutorialSegment(9, GameMain.Config.KeyBind(InputType.Use)); // Repairing machinery (pump) TriggerTutorialSegment(9, GameMain.Config.KeyBind(InputType.Use)); // Repairing machinery (pump)
SetHighlight(mechanic_brokenPump.Item, true); SetHighlight(mechanic_brokenPump.Item, true);
mechanic_brokenPump.CanBeSelected = true;
Repairable repairablePumpComponent = mechanic_brokenPump.Item.GetComponent<Repairable>(); Repairable repairablePumpComponent = mechanic_brokenPump.Item.GetComponent<Repairable>();
repairablePumpComponent.CanBeSelected = true;
do do
{ {
yield return null; yield return null;
@@ -708,7 +708,7 @@ namespace Barotrauma
" -queryport " + queryPort.ToString() + " -queryport " + queryPort.ToString() +
" -password \"" + passwordBox.Text.Replace("\\", "\\\\").Replace("\"", "\\\"") + "\"" + " -password \"" + passwordBox.Text.Replace("\\", "\\\\").Replace("\"", "\\\"") + "\"" +
" -upnp " + useUpnpBox.Selected + " -upnp " + useUpnpBox.Selected +
" -maxplayers " + maxPlayersBox.Text + " -playercount " + maxPlayersBox.Text +
" -ownerkey " + ownerKey.ToString(); " -ownerkey " + ownerKey.ToString();
string filename = "DedicatedServer.exe"; string filename = "DedicatedServer.exe";