- Launcher checks whether a patch is newer than the current version instead of going through the patches until the current version is found
- CharacterHUD is drawn under crew commander and other UI elements
- All structures other than the command room windows are restored to full health in tutorial
- Longer cooldown for moloch attacks
- AIObjectiveCombat always overrides current order
This commit is contained in:
Regalis
2016-01-23 14:37:00 +02:00
parent c78784068c
commit 7098a9a5e0
17 changed files with 106 additions and 28 deletions
@@ -115,7 +115,7 @@ namespace Barotrauma
if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
}
return Math.Max(enemyDanger, 30.0f);
return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
}
public override bool IsDuplicate(AIObjective otherObjective)
@@ -8,7 +8,7 @@ namespace Barotrauma
{
class AIObjectiveManager
{
const float OrderPriority = 50.0f;
public const float OrderPriority = 50.0f;
private List<AIObjective> objectives;
-1
View File
@@ -350,7 +350,6 @@ namespace Barotrauma
}
}
if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHUD(spriteBatch, cam);
if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
DrawMessages(spriteBatch, (float)deltaTime);
@@ -306,13 +306,17 @@ namespace Barotrauma.Tutorials
yield return new WaitForSeconds(0.1f);
} while (!broken);
yield return new WaitForSeconds(0.1f);
//fix everything except the command windows
foreach (Structure w in Structure.WallList)
{
if (windows.Contains(w)) continue;
for (int i = 0; i < w.SectionCount; i++)
{
if (!w.SectionHasHole(i)) continue;
if (windows.Contains(w)) continue;
if (!w.SectionIsLeaking(i)) continue;
w.AddDamage(i, -100000.0f);
}
@@ -465,7 +469,7 @@ namespace Barotrauma.Tutorials
} while (broken);
infoBox = CreateInfoFrame("Great! However, there's still quite a bit of water inside the sub. It should be pumped out "
+ "using the pump in the room at the bottom of the submarine.");
+ "using the bilge pump in the room at the bottom of the submarine.");
Pump pump = Item.ItemList.Find(i => i.HasTag("tutorialpump")).GetComponent<Pump>();
@@ -196,6 +196,7 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch)
{
//guiRoot.Draw(spriteBatch);
if (gameMode != null) gameMode.Draw(spriteBatch);
}
@@ -167,7 +167,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
ShutDownTemp -= 100.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(460, 70, 40,40), "+", GUI.Style, GuiFrame);
@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
ShutDownTemp += 100.0f;
return true;
return false;
};
autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
@@ -188,7 +188,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
FissionRate += 1.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", GUI.Style, GuiFrame);
@@ -197,7 +197,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
FissionRate -= 1.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", GUI.Style, GuiFrame);
@@ -206,7 +206,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
CoolingRate += 1.0f;
return true;
return false;
};
button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", GUI.Style, GuiFrame);
@@ -215,7 +215,7 @@ namespace Barotrauma.Items.Components
unsentChanges = true;
CoolingRate -= 1.0f;
return true;
return false;
};
}
+2
View File
@@ -197,6 +197,8 @@ namespace Barotrauma
}
}
if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
GUI.Draw((float)deltaTime, spriteBatch, cam);