MonsterEvent spawns monsters at start, writing networkeventtype using WriteRangedInt instead of WriteByte

This commit is contained in:
Regalis11
2016-01-31 17:39:50 +02:00
parent 92a162cbf5
commit 7f78582df7
6 changed files with 16 additions and 8 deletions
+7 -2
View File
@@ -25,6 +25,11 @@ namespace Barotrauma
spawnDeep = ToolBox.GetAttributeBool(element, "spawndeep", false);
}
protected override void Start()
{
SpawnMonsters();
}
private void SpawnMonsters()
{
WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Enemy);
@@ -63,13 +68,13 @@ namespace Barotrauma
{
if (monsters[i].IsDead) continue;
if (!isStarted && monsters[i].SimPosition != Vector2.Zero && monsters[i].SimPosition.Length() < 20.0) isStarted = true;
if (!isStarted && Vector2.Distance(monsters[i].WorldPosition, Submarine.Loaded.WorldPosition) < 5000.0f) isStarted = true;
monstersDead = false;
break;
}
if (monstersDead) Finished();
if (monstersDead) Finished();
}
}
}