(a13c74ce0) Fixed: Loading screen dismissable & escape usable when the game is not active
This commit is contained in:
@@ -618,7 +618,7 @@ namespace Barotrauma
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GameMain.ResetFrameTime();
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GameMain.ResetFrameTime();
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if (TitleScreen.LoadState >= 100.0f &&
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if (TitleScreen.LoadState >= 100.0f &&
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(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
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(!waitForKeyHit || ((PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()) && WindowActive)))
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{
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{
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loadingScreenOpen = false;
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loadingScreenOpen = false;
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}
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}
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@@ -637,7 +637,7 @@ namespace Barotrauma
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{
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{
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SoundPlayer.Update((float)Timing.Step);
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SoundPlayer.Update((float)Timing.Step);
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if (PlayerInput.KeyHit(Keys.Escape))
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if (PlayerInput.KeyHit(Keys.Escape) && WindowActive)
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{
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{
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// Check if a text input is selected.
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// Check if a text input is selected.
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if (GUI.KeyboardDispatcher.Subscriber != null)
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if (GUI.KeyboardDispatcher.Subscriber != null)
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+23
-23
@@ -365,34 +365,11 @@ namespace Barotrauma.Tutorials
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} while (mechanic.Inventory.FindItemByIdentifier("oxygentank") == null || mechanic.Inventory.FindItemByIdentifier("sodium") == null); // Wait until looted
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} while (mechanic.Inventory.FindItemByIdentifier("oxygentank") == null || mechanic.Inventory.FindItemByIdentifier("sodium") == null); // Wait until looted
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yield return new WaitForSeconds(1.0f, false);
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yield return new WaitForSeconds(1.0f, false);
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SetHighlight(mechanic_craftingCabinet.Item, false);
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SetHighlight(mechanic_craftingCabinet.Item, false);
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SetHighlight(mechanic_deconstructor.Item, true);
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SetHighlight(mechanic_deconstructor.Item, true);
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do
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do
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{
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{
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if (IsSelectedItem(mechanic_deconstructor.Item))
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if (IsSelectedItem(mechanic_deconstructor.Item))
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{
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{
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if (mechanic.Inventory.FindItemByIdentifier("oxygentank") != null)
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{
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HighlightInventorySlot(mechanic.Inventory, "oxygentank", highlightColor, .5f, .5f, 0f);
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if (mechanic_deconstructor.InputContainer.Inventory.slots != null)
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{
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for (int i = 0; i < mechanic_deconstructor.InputContainer.Inventory.slots.Length; i++)
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{
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HighlightInventorySlot(mechanic_deconstructor.InputContainer.Inventory, i, highlightColor, .5f, .5f, 0f);
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}
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}
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}
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if (mechanic_deconstructor.InputContainer.Inventory.FindItemByIdentifier("oxygentank") != null && !mechanic_deconstructor.IsActive)
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{
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if (mechanic_deconstructor.ActivateButton.Frame.FlashTimer <= 0)
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{
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mechanic_deconstructor.ActivateButton.Frame.Flash(highlightColor, 1.5f, false);
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}
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}
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if (mechanic_deconstructor.OutputContainer.Inventory.FindItemByIdentifier("aluminium") != null)
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if (mechanic_deconstructor.OutputContainer.Inventory.FindItemByIdentifier("aluminium") != null)
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{
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{
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HighlightInventorySlot(mechanic_deconstructor.OutputContainer.Inventory, "aluminium", highlightColor, .5f, .5f, 0f);
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HighlightInventorySlot(mechanic_deconstructor.OutputContainer.Inventory, "aluminium", highlightColor, .5f, .5f, 0f);
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@@ -402,6 +379,29 @@ namespace Barotrauma.Tutorials
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if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
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if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
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}
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}
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}
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}
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else
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{
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if (mechanic.Inventory.FindItemByIdentifier("oxygentank") != null && mechanic_deconstructor.InputContainer.Inventory.FindItemByIdentifier("oxygentank") == null)
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{
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HighlightInventorySlot(mechanic.Inventory, "oxygentank", highlightColor, .5f, .5f, 0f);
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if (mechanic_deconstructor.InputContainer.Inventory.slots != null)
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{
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for (int i = 0; i < mechanic_deconstructor.InputContainer.Inventory.slots.Length; i++)
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{
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HighlightInventorySlot(mechanic_deconstructor.InputContainer.Inventory, i, highlightColor, .5f, .5f, 0f);
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}
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}
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}
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if (mechanic_deconstructor.InputContainer.Inventory.FindItemByIdentifier("oxygentank") != null && !mechanic_deconstructor.IsActive)
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{
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if (mechanic_deconstructor.ActivateButton.Frame.FlashTimer <= 0)
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{
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mechanic_deconstructor.ActivateButton.Frame.Flash(highlightColor, 1.5f, false);
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}
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}
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}
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}
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}
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yield return null;
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yield return null;
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} while (mechanic.Inventory.FindItemByIdentifier("aluminium") == null); // Wait until deconstructed
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} while (mechanic.Inventory.FindItemByIdentifier("aluminium") == null); // Wait until deconstructed
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