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
@@ -182,7 +182,7 @@ namespace Barotrauma
characterInfos.Remove(characterInfo);
}
public void AddCharacter(Character character, bool sortCrewList = true)
public void AddCharacter(Character character)
{
if (character.Removed)
{
@@ -216,10 +216,6 @@ namespace Barotrauma
}
#if CLIENT
var characterComponent = AddCharacterToCrewList(character);
if (sortCrewList)
{
SortCrewList();
}
if (character.CurrentOrders != null)
{
foreach (var order in character.CurrentOrders)
@@ -324,7 +320,7 @@ namespace Barotrauma
Character character = Character.Create(info, spawnWaypoints[i].WorldPosition, info.Name);
InitializeCharacter(character, mainSubWaypoints[i], spawnWaypoints[i]);
AddCharacter(character, sortCrewList: false);
AddCharacter(character);
#if CLIENT
if (IsSinglePlayer && (Character.Controlled == null || character.Info.LastControlled)) { Character.Controlled = character; }
#endif
@@ -364,7 +360,7 @@ namespace Barotrauma
}
else if (!character.Info.StartItemsGiven)
{
character.GiveJobItems(mainSubWaypoint);
character.GiveJobItems(isPvPMode: GameMain.GameSession?.GameMode is PvPMode, mainSubWaypoint);
foreach (Item item in character.Inventory.AllItems)
{
//if the character is loaded from a human prefab with preconfigured items, its ID card gets assigned to the sub it spawns in