(0c86b4b28) Revert "Don't reset the los if there is no client (single player). Fixes los resetting between game sessions (less tedious debugging)."

This commit is contained in:
Joonas Rikkonen
2019-06-04 16:02:25 +03:00
parent 51c311aecb
commit 81dd2f3202
72 changed files with 490 additions and 374 deletions
@@ -505,7 +505,10 @@ namespace Barotrauma
btn.OnClicked += (GUIButton button, object userData) =>
{
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
#if CLIENT
if (GameMain.Client != null && Character.Controlled == null) { return false; }
#endif
if (Character.Controlled != null && Character.Controlled.SpeechImpediment >= 100.0f) { return false; }
if (btn.GetChildByUserData("selected").Visible)
{
@@ -919,7 +922,9 @@ namespace Barotrauma
Font = GUI.SmallFont,
OnClicked = (btn, userData) =>
{
if (Character.Controlled == null) return false;
#if CLIENT
if (GameMain.Client != null && Character.Controlled == null) { return false; }
#endif
SetCharacterOrder(character, userData as Order, option, Character.Controlled);
orderTargetFrame = null;
OrderOptionButtons.Clear();
@@ -957,7 +962,9 @@ namespace Barotrauma
UserData = item == null ? order : new Order(order, item, item.Components.FirstOrDefault(ic => ic.GetType() == order.ItemComponentType)),
OnClicked = (btn, userData) =>
{
if (Character.Controlled == null) return false;
#if CLIENT
if (GameMain.Client != null && Character.Controlled == null) { return false; }
#endif
SetCharacterOrder(character, userData as Order, option, Character.Controlled);
orderTargetFrame = null;
OrderOptionButtons.Clear();