Fixed EndGame not working properly + Fixed exception when clients disconnected during a round

This commit is contained in:
juanjp600
2017-06-22 15:20:11 -03:00
parent c1780fa7b7
commit 72d5cb227b
5 changed files with 47 additions and 14 deletions
@@ -80,16 +80,14 @@ namespace Barotrauma
}
cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.UnscaledDeltaTime * 0.1f);
Vector2 cameraPos = subs.First().Position + Submarine.MainSub.HiddenSubPosition;
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBody.Position.Y) - cam.WorldView.Height/2.0f);
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBody.Position.Y) - cam.WorldView.Height / 2.0f);
cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime * 10.0f);
#if CLIENT
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
#endif
cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime*10.0f);
foreach (Submarine sub in subs)
{
if (sub.Position == targetPos) continue;