Unstable 0.15.15.0 (and the one before it I forgor)

This commit is contained in:
Markus Isberg
2021-11-18 21:34:30 +09:00
parent 10e5fd5f3e
commit 80f39cd2a3
257 changed files with 4916 additions and 2582 deletions
@@ -243,7 +243,7 @@ namespace Barotrauma
mirror: map.CurrentLocation != map.SelectedConnection?.Locations[0]));
}
private IEnumerable<object> DoLoadInitialLevel(LevelData level, bool mirror)
private IEnumerable<CoroutineStatus> DoLoadInitialLevel(LevelData level, bool mirror)
{
GameMain.GameSession.StartRound(level,
mirrorLevel: mirror);
@@ -254,7 +254,7 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
private IEnumerable<object> DoInitialCameraTransition()
private IEnumerable<CoroutineStatus> DoInitialCameraTransition()
{
while (GameMain.Instance.LoadingScreenOpen)
{
@@ -378,7 +378,7 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
protected override IEnumerable<object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null)
protected override IEnumerable<CoroutineStatus> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null)
{
NextLevel = newLevel;
bool success = CrewManager.GetCharacters().Any(c => !c.IsDead);
@@ -515,7 +515,7 @@ namespace Barotrauma
};
}
private IEnumerable<object> DoEndCampaignCameraTransition()
private IEnumerable<CoroutineStatus> DoEndCampaignCameraTransition()
{
if (Character.Controlled != null)
{