v1.6.17.0 (Unto the Breach update)

This commit is contained in:
Regalis11
2024-10-22 17:29:04 +03:00
parent e74b3cdb17
commit 6e6c17e100
417 changed files with 17166 additions and 5870 deletions
@@ -1,13 +1,16 @@
namespace Barotrauma
{
/// <summary>
/// Triggers another scripted event.
/// Triggers another event (can also trigger things other than scripted events, for example monster events).
/// </summary>
class TriggerEventAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the event to trigger.")]
public Identifier Identifier { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the event to trigger.")]
public Identifier EventTag { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the event will trigger at the beginning of the next round. Useful for e.g. triggering some scripted event in the outpost after you finish a mission.")]
public bool NextRound { get; set; }
@@ -36,13 +39,8 @@
}
else
{
var eventPrefab = EventSet.GetEventPrefab(Identifier);
if (eventPrefab == null)
{
DebugConsole.ThrowError($"Error in TriggerEventAction - could not find an event with the identifier {Identifier}.",
contentPackage: ParentEvent.Prefab.ContentPackage);
}
else
EventPrefab eventPrefab = EventPrefab.FindEventPrefab(Identifier, EventTag, ParentEvent.Prefab.ContentPackage);
if (eventPrefab != null)
{
var ev = eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
if (ev != null)