v0.3:
- 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
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@@ -115,7 +115,7 @@ namespace Barotrauma
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if (enemyAI.SelectedAiTarget == character.AiTarget) enemyDanger *= 2.0f;
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}
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return Math.Max(enemyDanger, 30.0f);
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return Math.Max(enemyDanger, AIObjectiveManager.OrderPriority);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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@@ -8,7 +8,7 @@ namespace Barotrauma
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{
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class AIObjectiveManager
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{
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const float OrderPriority = 50.0f;
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public const float OrderPriority = 50.0f;
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private List<AIObjective> objectives;
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@@ -350,7 +350,6 @@ namespace Barotrauma
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}
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}
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if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHUD(spriteBatch, cam);
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if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
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DrawMessages(spriteBatch, (float)deltaTime);
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@@ -306,13 +306,17 @@ namespace Barotrauma.Tutorials
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yield return new WaitForSeconds(0.1f);
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} while (!broken);
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yield return new WaitForSeconds(0.1f);
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//fix everything except the command windows
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foreach (Structure w in Structure.WallList)
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{
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if (windows.Contains(w)) continue;
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for (int i = 0; i < w.SectionCount; i++)
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{
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if (!w.SectionHasHole(i)) continue;
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if (windows.Contains(w)) continue;
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if (!w.SectionIsLeaking(i)) continue;
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w.AddDamage(i, -100000.0f);
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}
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@@ -465,7 +469,7 @@ namespace Barotrauma.Tutorials
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} while (broken);
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infoBox = CreateInfoFrame("Great! However, there's still quite a bit of water inside the sub. It should be pumped out "
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+ "using the pump in the room at the bottom of the submarine.");
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+ "using the bilge pump in the room at the bottom of the submarine.");
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Pump pump = Item.ItemList.Find(i => i.HasTag("tutorialpump")).GetComponent<Pump>();
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@@ -196,6 +196,7 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch)
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{
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//guiRoot.Draw(spriteBatch);
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if (gameMode != null) gameMode.Draw(spriteBatch);
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}
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@@ -167,7 +167,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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ShutDownTemp -= 100.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(460, 70, 40,40), "+", GUI.Style, GuiFrame);
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@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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ShutDownTemp += 100.0f;
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return true;
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return false;
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};
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autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
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@@ -188,7 +188,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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FissionRate += 1.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", GUI.Style, GuiFrame);
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@@ -197,7 +197,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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FissionRate -= 1.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", GUI.Style, GuiFrame);
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@@ -206,7 +206,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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CoolingRate += 1.0f;
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return true;
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return false;
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};
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button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", GUI.Style, GuiFrame);
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@@ -215,7 +215,7 @@ namespace Barotrauma.Items.Components
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unsentChanges = true;
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CoolingRate -= 1.0f;
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return true;
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return false;
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};
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}
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@@ -197,6 +197,8 @@ namespace Barotrauma
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}
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}
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if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
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if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
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GUI.Draw((float)deltaTime, spriteBatch, cam);
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