Switch to Barotrauma & too many misc changes to remember
This commit is contained in:
@@ -56,9 +56,9 @@
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Subsurface\Subsurface.csproj">
|
||||
<ProjectReference Include="..\Subsurface\Barotrauma.csproj">
|
||||
<Project>{008c0f83-e914-4966-9135-ea885059edd8}</Project>
|
||||
<Name>Subsurface</Name>
|
||||
<Name>Barotrauma</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Subsurface;
|
||||
using Barotrauma;
|
||||
using System.IO;
|
||||
|
||||
namespace CrashReporter
|
||||
|
||||
@@ -196,11 +196,6 @@ namespace FarseerPhysics.Collision.Shapes
|
||||
I += (0.25f * k_inv3 * D) * (intx2 + inty2);
|
||||
}
|
||||
|
||||
if (area <= Settings.Epsilon)
|
||||
{
|
||||
int alsmfkldsmfdkasf = 1;
|
||||
}
|
||||
|
||||
//The area is too small for the engine to handle.
|
||||
Debug.Assert(area > Settings.Epsilon);
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using RestSharp;
|
||||
using Subsurface;
|
||||
using Barotrauma;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
@@ -23,7 +23,7 @@ namespace Launcher
|
||||
string version = AssemblyName.GetAssemblyName("Barotrauma.exe").Version.ToString();
|
||||
|
||||
private const string configPath = "config.xml";
|
||||
private Subsurface.GameSettings settings;
|
||||
private Barotrauma.GameSettings settings;
|
||||
|
||||
private string latestVersionFileList, latestVersionFolder;
|
||||
|
||||
|
||||
@@ -100,9 +100,9 @@
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Subsurface\Subsurface.csproj">
|
||||
<ProjectReference Include="..\Subsurface\Barotrauma.csproj">
|
||||
<Project>{008c0f83-e914-4966-9135-ea885059edd8}</Project>
|
||||
<Name>Subsurface</Name>
|
||||
<Name>Barotrauma</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Subsurface;
|
||||
using Barotrauma;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
|
||||
@@ -62,9 +62,9 @@
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Subsurface\Subsurface.csproj">
|
||||
<ProjectReference Include="..\Subsurface\Barotrauma.csproj">
|
||||
<Project>{008c0f83-e914-4966-9135-ea885059edd8}</Project>
|
||||
<Name>Subsurface</Name>
|
||||
<Name>Barotrauma</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Subsurface;
|
||||
using Barotrauma;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
@@ -25,7 +25,7 @@ namespace Launcher2
|
||||
string version = AssemblyName.GetAssemblyName("Barotrauma.exe").Version.ToString();
|
||||
|
||||
private const string configPath = "config.xml";
|
||||
private Subsurface.GameSettings settings;
|
||||
private Barotrauma.GameSettings settings;
|
||||
|
||||
private string latestVersionFileList, latestVersionFolder;
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
<ProjectGuid>{008C0F83-E914-4966-9135-EA885059EDD8}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Subsurface</RootNamespace>
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
@@ -383,6 +383,9 @@
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<SubType>Designer</SubType>
|
||||
</Content>
|
||||
<Content Include="Content\Items\Weapons\stunbaton.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Jobs.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<SubType>Designer</SubType>
|
||||
@@ -845,6 +848,12 @@
|
||||
<None Include="Content\Items\Engine\radarPing.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Items\Medical\bandage.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Items\Medical\syringe.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Items\OxygenGenerator\oxygengenerator.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -875,6 +884,9 @@
|
||||
<None Include="Content\Items\Weapons\railgun.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Items\Weapons\stunbaton.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Items\Weapons\stunGrenade.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -1,18 +1,18 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<PublishUrlHistory>publish\</PublishUrlHistory>
|
||||
<InstallUrlHistory />
|
||||
<SupportUrlHistory />
|
||||
<UpdateUrlHistory />
|
||||
<BootstrapperUrlHistory />
|
||||
<ErrorReportUrlHistory />
|
||||
<FallbackCulture>en-US</FallbackCulture>
|
||||
<VerifyUploadedFiles>false</VerifyUploadedFiles>
|
||||
<ProjectView>ProjectFiles</ProjectView>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ReferencePath>
|
||||
</ReferencePath>
|
||||
</PropertyGroup>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<PublishUrlHistory>publish\</PublishUrlHistory>
|
||||
<InstallUrlHistory />
|
||||
<SupportUrlHistory />
|
||||
<UpdateUrlHistory />
|
||||
<BootstrapperUrlHistory />
|
||||
<ErrorReportUrlHistory />
|
||||
<FallbackCulture>en-US</FallbackCulture>
|
||||
<VerifyUploadedFiles>false</VerifyUploadedFiles>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ReferencePath>
|
||||
</ReferencePath>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -62,7 +62,7 @@
|
||||
<Body width="52" height="17"/>
|
||||
|
||||
<Wearable slots="Any,Torso" armorvalue="10.0">
|
||||
<sprite texture="securitygear.png" limb="Torso" sourcerect="0,0,38,58" origin="0.47,0.48"/>
|
||||
<sprite texture="securitygear.png" limb="Torso" sourcerect="0,0,38,58" origin="0.52,0.48"/>
|
||||
|
||||
<sprite texture="securitygear.png" limb="RightArm" sourcerect="41,0,21,21" origin="0.5,1.1"/>
|
||||
</Wearable>
|
||||
@@ -78,7 +78,7 @@
|
||||
<Body radius="12"/>
|
||||
|
||||
<Wearable slots="Any,Head" armorvalue="20.0">
|
||||
<sprite texture="securitygear.png" limb="Head" sourcerect="39,31,29,22" origin="0.5,1.5"/>
|
||||
<sprite texture="securitygear.png" limb="Head" sourcerect="39,31,29,22" origin="0.51,0.9"/>
|
||||
</Wearable>
|
||||
</Item>
|
||||
|
||||
|
||||
@@ -41,7 +41,8 @@
|
||||
<Sprite texture ="battery.png" depth="0.8"/>
|
||||
|
||||
<PowerContainer capacity="2000.0" maxrechargespeed="500.0" maxoutput="1000.0" canbeselected = "true">
|
||||
<GuiFrame rect="0,0,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/>
|
||||
<GuiFrame rect="0,-100,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/>
|
||||
<StatusEffect type="OnActive" target="Contained" targetnames="loadable" Condition="2.0"/>
|
||||
</PowerContainer>
|
||||
|
||||
<ConnectionPanel canbeselected = "true" msg="Rewire [Screwdriver]">
|
||||
@@ -50,7 +51,11 @@
|
||||
</StatusEffect>
|
||||
<requireditem name="Screwdriver" type="Equipped"/>
|
||||
<input name="power"/>
|
||||
</ConnectionPanel>
|
||||
</ConnectionPanel>
|
||||
|
||||
<ItemContainer capacity="3" hideitems="true">
|
||||
<Containable name="loadable"/>
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
<Item
|
||||
|
||||
BIN
Subsurface/Content/Items/Medical/bandage.ogg
Normal file
BIN
Subsurface/Content/Items/Medical/bandage.ogg
Normal file
Binary file not shown.
@@ -11,7 +11,7 @@
|
||||
<Body width="24" height="5"/>
|
||||
|
||||
<Holdable slots="Any,RightHand,LeftHand" RemoveOnUse="true">
|
||||
<StatusEffect type="OnUse" target="This, Character" health="30.0" Condition="-100.0" disabledeltatime="true"/>
|
||||
<StatusEffect type="OnUse" target="This, Character" health="30.0" Condition="-100.0" disabledeltatime="true" sound="Content/Items/Medical/syringe.ogg"/>
|
||||
</Holdable>
|
||||
</Item>
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
<Body width="9" height="15"/>
|
||||
|
||||
<Holdable slots="Any,RightHand,LeftHand" RemoveOnUse="true">
|
||||
<StatusEffect type="OnUse" target="This, Character" bleeding="-10.0" Condition="-100.0" disabledeltatime="true"/>
|
||||
<StatusEffect type="OnUse" target="This, Character" bleeding="-10.0" Condition="-100.0" disabledeltatime="true" sound="Content/Items/Medical/bandage.ogg"/>
|
||||
</Holdable>
|
||||
</Item>
|
||||
|
||||
|
||||
BIN
Subsurface/Content/Items/Medical/syringe.ogg
Normal file
BIN
Subsurface/Content/Items/Medical/syringe.ogg
Normal file
Binary file not shown.
@@ -3,7 +3,7 @@
|
||||
linkable="true"
|
||||
pickdistance="200">
|
||||
|
||||
<Sprite texture ="pump.png" depth="0.08"/>
|
||||
<Sprite texture ="pump.png" depth="0.8"/>
|
||||
|
||||
<Pump canbeselected = "true" maxflow="500" PowerConsumption="300.0" MinVoltage="0.3">
|
||||
<GuiFrame rect="0,0,330,145" alignment="Center" color="0.0,0.0,0.0,0.6"/>
|
||||
|
||||
BIN
Subsurface/Content/Items/Weapons/stunbaton.ogg
Normal file
BIN
Subsurface/Content/Items/Weapons/stunbaton.ogg
Normal file
Binary file not shown.
BIN
Subsurface/Content/Items/Weapons/stunbaton.png
Normal file
BIN
Subsurface/Content/Items/Weapons/stunbaton.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.4 KiB |
@@ -49,7 +49,7 @@
|
||||
|
||||
<Body width="11" height="24" density="15" friction="0.8f"/>
|
||||
|
||||
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="5.0" aimpos="35,-10">
|
||||
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
|
||||
<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0" sound="Content/Items/Weapons/stunGrenade.ogg">
|
||||
<Explosion range="500" damage="5" stun="10" force="0.1"/>
|
||||
</StatusEffect>
|
||||
@@ -62,16 +62,34 @@
|
||||
pickdistance="150"
|
||||
price="100">
|
||||
|
||||
<Sprite texture="harpoongun.png" depth="0.5"/>
|
||||
<Sprite texture="stunbaton.png" sourcerect="0,12,77,23" depth="0.5"/>
|
||||
|
||||
<Body width="90" height="30" density="10"/>
|
||||
|
||||
<MeleeWeapon slots="Any,RightHand,LeftHand"
|
||||
aimpos="50,0" handle1="-15,-6" holdangle="100">
|
||||
<Attack stun="10.0" sound="Content/Items/Electricity/zap1.ogg">
|
||||
<ParticleEmitter particle="spark" velocitymin="100" velocitymax="200" anglemin="0" anglemax="360" particleamount="10"/>
|
||||
</Attack>
|
||||
<RequiredItems name="Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
|
||||
<Attack stun="10.0" sound="Content/Items/Electricity/zap1.ogg"/>
|
||||
<StatusEffect type="OnUse" target="Contained" Condition="-25.0" disabledeltatime="true" sound="Content/Items/Weapons/stunbaton.ogg">
|
||||
<Explosion range="100.0" force="0.1" shockwave="false" flames="false" camerashake="5.0"/>
|
||||
</StatusEffect>
|
||||
</MeleeWeapon>
|
||||
|
||||
<ItemContainer capacity="1" hideitems="true">
|
||||
<Containable name="Battery Cell"/>
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
<Item
|
||||
name="Battery Cell"
|
||||
pickdistance="150"
|
||||
tags="smallitem,loadable">
|
||||
|
||||
<Sprite texture ="stunbaton.png" sourcerect="0,0,20,9" depth="0.8"/>
|
||||
|
||||
<Body width="20" height="9" density="15"/>
|
||||
|
||||
<Pickable slots="Any,RightHand,LeftHand"/>
|
||||
</Item>
|
||||
</Items>
|
||||
|
||||
|
||||
@@ -8,8 +8,8 @@
|
||||
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="50,60"/>
|
||||
<Skill name="Construction" level="10,20"/>
|
||||
<Skill name="Electrical Engineering" level="10,20"/>
|
||||
<Skill name="Construction" level="20,30"/>
|
||||
<Skill name="Electrical Engineering" level="20,30"/>
|
||||
</Skills>
|
||||
</Job>
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
<Item name="Screwdriver"/>
|
||||
</Job>
|
||||
|
||||
<Job name="Mechanic" description="Mechanics have high construction and mechanic skills. They can use welders and plasma cutters safely, and are usually the only ones who can fix broken mechanical devices." minnumber="1">
|
||||
<Job name="Mechanic" description="Mechanics have high construction and mechanic skills. They are skilled at using tools such as plasma cutters and welders, and are usually the only ones who can fix broken mechanical devices." minnumber="1">
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="10,30"/>
|
||||
<Skill name="Construction" level="50,60"/>
|
||||
@@ -35,18 +35,18 @@
|
||||
<Item name="Screwdriver"/>
|
||||
</Job>
|
||||
|
||||
<Job name="Security Officer" description="Security officers are are responsible for keeping the submarine safe from potential attackers. The creatures inhabiting the subsurface ocean aren't the only threat they need to worry about, as several of the renegade groups opposing the Europa Coalition are known to have sent infiltrators on board our vessels.">
|
||||
<Job name="Security Officer" description="Security officers are are responsible for keeping the submarine safe from potential attackers. The creatures inhabiting the ocean aren't the only threat they need to worry about, as several of the renegade groups opposing the Europa Coalition are known to have sent infiltrators on board the vessels." maxnumber="2">
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="10,30"/>
|
||||
<Skill name="Construction" level="50,60"/>
|
||||
<Skill name="Electrical Engineering" level="30,40"/>
|
||||
<Skill name="Weapons" level="50,60"/>
|
||||
<Skill name="Construction" level="10,20"/>
|
||||
<Skill name="Electrical Engineering" level="10,20"/>
|
||||
</Skills>
|
||||
<Item name="ID Card"/>
|
||||
<Item name="Wrench"/>
|
||||
<Item name="Screwdriver"/>
|
||||
<Item name="Stun Baton"/>
|
||||
<Item name="Body Armor"/>
|
||||
<Item name="Ballistic Helmet"/>
|
||||
</Job>
|
||||
|
||||
<Job name="Assistant" description="Assistants don't have any specific responsibilities or areas of expertise. This job is a good choice for newcomers who want to get a hang of working on board a submarine without taking up tasks that they aren't qualified for." allowalways="true">
|
||||
<Job name="Assistant" description="Assistants don't have any specific responsibilities or areas of expertise. This job is a good choice for newcomers who want to get a hang of working on board the submarine without taking up tasks that they aren't qualified for." allowalways="true">
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="0,10"/>
|
||||
<Skill name="Construction" level="0,10"/>
|
||||
|
||||
BIN
Subsurface/Content/Map/TutorialSub.sub
Normal file
BIN
Subsurface/Content/Map/TutorialSub.sub
Normal file
Binary file not shown.
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<contentpackage name="Vanilla 0.1.3" path="Data/ContentPackages/Vanilla 0.1.3">
|
||||
<contentpackage name="Vanilla 0.2" path="Data/ContentPackages/Vanilla 0.2">
|
||||
<Item file="Content\Items\idcard.xml" />
|
||||
<Item file="Content\Items\itemlabel.xml" />
|
||||
<Item file="Content\Items\Artifacts\artifacts.xml" />
|
||||
@@ -32,5 +32,5 @@
|
||||
<Character file="Content\Characters\TigerThresher\tigerthresher.xml" />
|
||||
<Structure file="Content\Map\StructurePrefabs.xml" />
|
||||
<Jobs file="Content\Jobs.xml" />
|
||||
<Executable file="Subsurface.exe" />
|
||||
<Executable file="Barotrauma.exe" />
|
||||
</contentpackage>
|
||||
Binary file not shown.
BIN
Subsurface/Data/SavedSubs/TutorialSub.sub
Normal file
BIN
Subsurface/Data/SavedSubs/TutorialSub.sub
Normal file
Binary file not shown.
Binary file not shown.
BIN
Subsurface/Data/SavedSubs/Vellamo.sub
Normal file
BIN
Subsurface/Data/SavedSubs/Vellamo.sub
Normal file
Binary file not shown.
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class Camera
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIController : ISteerable
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AITarget
|
||||
{
|
||||
|
||||
@@ -8,7 +8,7 @@ using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
class EnemyAIController : AIController
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
interface ISteerable
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class PathNode
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics.Dynamics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SteeringManager
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SteeringPath
|
||||
{
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Subsurface.Networking;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AICharacter : Character
|
||||
{
|
||||
@@ -14,6 +14,11 @@ namespace Subsurface
|
||||
|
||||
private AIController aiController;
|
||||
|
||||
public override AIController AIController
|
||||
{
|
||||
get { return aiController; }
|
||||
}
|
||||
|
||||
public AICharacter(string file) : this(file, Vector2.Zero, null)
|
||||
{
|
||||
}
|
||||
@@ -37,7 +42,10 @@ namespace Subsurface
|
||||
public AICharacter(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
|
||||
: base(file, position, characterInfo, isNetworkPlayer)
|
||||
{
|
||||
aiController = new EnemyAIController(this, file);
|
||||
aiController = new EnemyAIController(this, file);
|
||||
|
||||
|
||||
if (GameMain.Client != null && GameMain.Server == null) Enabled = false;
|
||||
}
|
||||
|
||||
public override void Update(Camera cam, float deltaTime)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AnimController : Ragdoll
|
||||
{
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Subsurface.Particles;
|
||||
using Barotrauma.Particles;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
public enum DamageType { None, Blunt, Slash }
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
class BackgroundSprite : ISteerable
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class BackgroundSpriteManager
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class BackgroundSpritePrefab
|
||||
{
|
||||
|
||||
@@ -5,15 +5,15 @@ using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Subsurface.Networking;
|
||||
using Subsurface.Particles;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
class Character : Entity, IDamageable, IPropertyObject
|
||||
@@ -33,6 +33,12 @@ namespace Subsurface
|
||||
set { controlled = value; }
|
||||
}
|
||||
|
||||
public bool Enabled
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public readonly bool IsNetworkPlayer;
|
||||
|
||||
private CharacterInventory inventory;
|
||||
@@ -411,6 +417,8 @@ namespace Subsurface
|
||||
AnimController.FindHull();
|
||||
|
||||
CharacterList.Add(this);
|
||||
|
||||
Enabled = true;
|
||||
}
|
||||
|
||||
private static string humanConfigFile;
|
||||
@@ -498,7 +506,7 @@ namespace Subsurface
|
||||
|
||||
public void Control(float deltaTime, Camera cam)
|
||||
{
|
||||
if (isDead) return;
|
||||
if (isDead || AnimController.StunTimer>0.0f) return;
|
||||
|
||||
Vector2 targetMovement = Vector2.Zero;
|
||||
if (GetInputState(InputType.Left)) targetMovement.X -= 1.0f;
|
||||
@@ -741,17 +749,17 @@ namespace Subsurface
|
||||
{
|
||||
foreach (Character c in CharacterList)
|
||||
{
|
||||
if (c.isDead) continue;
|
||||
if (c.isDead || !c.Enabled) continue;
|
||||
c.AnimController.UpdateAnim(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateAll(Camera cam, float deltaTime)
|
||||
{
|
||||
if (NewCharacterQueue.Count>0)
|
||||
{
|
||||
new Character(NewCharacterQueue.Dequeue(), Vector2.Zero);
|
||||
}
|
||||
//if (NewCharacterQueue.Count>0)
|
||||
//{
|
||||
// new Character(NewCharacterQueue.Dequeue(), Vector2.Zero);
|
||||
//}
|
||||
|
||||
foreach (Character c in CharacterList)
|
||||
{
|
||||
@@ -761,6 +769,8 @@ namespace Subsurface
|
||||
|
||||
public virtual void Update(Camera cam, float deltaTime)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
AnimController.SimplePhysicsEnabled = (Character.controlled!=this && Vector2.Distance(cam.WorldViewCenter, Position)>5000.0f);
|
||||
|
||||
if (isDead) return;
|
||||
@@ -828,6 +838,8 @@ namespace Subsurface
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
AnimController.Draw(spriteBatch);
|
||||
|
||||
//GUI.DrawLine(spriteBatch, ConvertUnits.ToDisplayUnits(animController.limbs[0].SimPosition.X, animController.limbs[0].SimPosition.Y),
|
||||
@@ -842,6 +854,8 @@ namespace Subsurface
|
||||
|
||||
public virtual void DrawFront(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(AnimController.Limbs[0].SimPosition);
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
@@ -869,9 +883,6 @@ namespace Subsurface
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X, (int)healthBarPos.Y, (int)(100.0f * (health / maxHealth)), 15), Color.Red, true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void PlaySound(AIController.AiState state)
|
||||
{
|
||||
if (sounds == null || !sounds.Any()) return;
|
||||
@@ -931,6 +942,7 @@ namespace Subsurface
|
||||
{
|
||||
if (stunTimer <= 0.0f) return;
|
||||
|
||||
AnimController.ResetPullJoints();
|
||||
AnimController.StunTimer = Math.Max(AnimController.StunTimer, stunTimer);
|
||||
|
||||
selectedConstruction = null;
|
||||
@@ -1138,6 +1150,8 @@ namespace Subsurface
|
||||
|
||||
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
|
||||
{
|
||||
Enabled = true;
|
||||
|
||||
if (type == NetworkEventType.PickItem)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine("**************** PickItem networkevent received");
|
||||
|
||||
@@ -5,7 +5,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class CharacterHUD
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public enum Gender { None, Male, Female };
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class DelayedEffect : StatusEffect
|
||||
{
|
||||
|
||||
@@ -6,7 +6,7 @@ using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class FishAnimController : AnimController
|
||||
{
|
||||
|
||||
@@ -3,9 +3,9 @@ using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Subsurface.Items.Components;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class HumanoidAnimController : AnimController
|
||||
{
|
||||
@@ -120,23 +120,24 @@ namespace Subsurface
|
||||
{
|
||||
onFloorTimer -= deltaTime;
|
||||
}
|
||||
|
||||
|
||||
IgnorePlatforms = (TargetMovement.Y < 0.0f);
|
||||
|
||||
|
||||
//stun (= disable the animations) if the ragdoll receives a large enough impact
|
||||
if (strongestImpact > 0.0f)
|
||||
{
|
||||
character.StartStun(MathHelper.Min(strongestImpact * 0.5f, 5.0f));
|
||||
}
|
||||
strongestImpact = 0.0f;
|
||||
|
||||
|
||||
if (stunTimer > 0)
|
||||
{
|
||||
stunTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
IgnorePlatforms = (TargetMovement.Y < 0.0f);
|
||||
|
||||
|
||||
|
||||
if (Anim != Animation.UsingConstruction) ResetPullJoints();
|
||||
|
||||
if (TargetDir != dir) Flip();
|
||||
@@ -228,30 +229,35 @@ namespace Subsurface
|
||||
this.stepSize.Y * walkPosY * runningModifier * runningModifier);
|
||||
|
||||
float footMid = waist.SimPosition.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
|
||||
|
||||
int limbsInWater = 0;
|
||||
foreach (Limb limb in Limbs)
|
||||
|
||||
if (Math.Abs(TargetMovement.X)>1.0f)
|
||||
{
|
||||
if (limb.inWater) limbsInWater++;
|
||||
}
|
||||
int limbsInWater = 0;
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.inWater) limbsInWater++;
|
||||
}
|
||||
|
||||
TargetMovement *= (1.0f - 0.5f * ((float)limbsInWater / (float)Limbs.Count()));
|
||||
float slowdownFactor = (float)limbsInWater / (float)Limbs.Count();
|
||||
|
||||
TargetMovement = Vector2.Normalize(TargetMovement) * Math.Max(TargetMovement.Length() - slowdownFactor, 1.0f);
|
||||
}
|
||||
|
||||
movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
|
||||
movement.Y = 0.0f;
|
||||
|
||||
bool legsUp = false;
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Limb leg = GetLimb((i == 0) ? LimbType.LeftThigh : LimbType.RightThigh);// : leftLeg;
|
||||
|
||||
if (leg.SimPosition.Y < torso.SimPosition.Y) continue;
|
||||
|
||||
leg.body.ApplyTorque(-Dir * leg.Mass * 10.0f);
|
||||
leg.body.ApplyTorque(Dir * leg.Mass * 10.0f);
|
||||
legsUp = true;
|
||||
}
|
||||
|
||||
//place the anchors of the head and the torso to make the ragdoll stand
|
||||
|
||||
if (LowestLimb == null) return;
|
||||
if (legsUp || LowestLimb == null) return;
|
||||
|
||||
if (!onGround || (LowestLimb.SimPosition.Y - floorY > 0.5f && stairs == null)) return;
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Job
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
using System.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class JobPrefab
|
||||
{
|
||||
@@ -20,13 +20,15 @@ namespace Subsurface
|
||||
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
|
||||
private int minNumber;
|
||||
|
||||
private float commonness;
|
||||
|
||||
//if set to true, a client that has chosen this as their preferred job will get it no matter what
|
||||
public bool AllowAlways
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
//names of the items the character spawns with
|
||||
public List<string> ItemNames;
|
||||
public List<bool> EquipItem;
|
||||
@@ -53,6 +55,11 @@ namespace Subsurface
|
||||
get { return minNumber; }
|
||||
}
|
||||
|
||||
public float Commonness
|
||||
{
|
||||
get { return commonness; }
|
||||
}
|
||||
|
||||
public JobPrefab(XElement element)
|
||||
{
|
||||
name = ToolBox.GetAttributeString(element, "name", "name not found");
|
||||
@@ -62,6 +69,8 @@ namespace Subsurface
|
||||
minNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
|
||||
maxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
|
||||
|
||||
commonness = ToolBox.GetAttributeInt(element, "commonness", 10);
|
||||
|
||||
AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
|
||||
|
||||
ItemNames = new List<string>();
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Skill
|
||||
{
|
||||
|
||||
@@ -5,7 +5,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SkillPrefab
|
||||
{
|
||||
|
||||
@@ -5,9 +5,9 @@ using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Items.Components;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public enum LimbType
|
||||
{
|
||||
|
||||
@@ -8,9 +8,9 @@ using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Networking;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Ragdoll
|
||||
{
|
||||
@@ -491,8 +491,7 @@ namespace Subsurface
|
||||
{
|
||||
for (int i = 0; i < Limbs.Count(); i++)
|
||||
{
|
||||
if (Limbs[i] == null) continue;
|
||||
if (Limbs[i].pullJoint == null) continue;
|
||||
if (Limbs[i] == null || Limbs[i].pullJoint == null) continue;
|
||||
Limbs[i].pullJoint.Enabled = false;
|
||||
}
|
||||
}
|
||||
@@ -526,7 +525,7 @@ namespace Subsurface
|
||||
|
||||
Category collisionCategory = (ignorePlatforms) ?
|
||||
wall | Physics.CollisionProjectile | Physics.CollisionStairs
|
||||
: wall | Physics.CollisionPlatform | Physics.CollisionStairs;
|
||||
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
@@ -538,6 +537,8 @@ namespace Subsurface
|
||||
|
||||
public void Update(Camera cam, float deltaTime)
|
||||
{
|
||||
if (!character.Enabled) return;
|
||||
|
||||
UpdateNetplayerPosition();
|
||||
|
||||
Vector2 flowForce = Vector2.Zero;
|
||||
@@ -605,7 +606,7 @@ namespace Subsurface
|
||||
{
|
||||
|
||||
//create a splash particle
|
||||
Subsurface.Particles.Particle splash = GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
Barotrauma.Particles.Particle splash = GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
new Vector2(limb.Position.X, limbHull.Surface),
|
||||
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
|
||||
0.0f);
|
||||
|
||||
@@ -5,7 +5,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class StatusEffect
|
||||
{
|
||||
@@ -182,7 +182,8 @@ namespace Subsurface
|
||||
ObjectProperty property;
|
||||
foreach (IPropertyObject target in targets)
|
||||
{
|
||||
if (targetNames!=null && !targetNames.Contains(target.Name)) continue;
|
||||
//if (targetNames!=null && !targetNames.Contains(target.Name)) continue;
|
||||
|
||||
if (!target.ObjectProperties.TryGetValue(propertyNames[i], out property)) continue;
|
||||
|
||||
ApplyToProperty(property, propertyEffects[i], deltaTime);
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Security.Cryptography;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public enum ContentType
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
enum CoroutineStatus
|
||||
{
|
||||
|
||||
@@ -4,9 +4,9 @@ using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Subsurface.Networking;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
struct ColoredText
|
||||
{
|
||||
@@ -289,7 +289,7 @@ namespace Subsurface
|
||||
DebugConsole.ThrowError("Illegal symbols in filename (../)");
|
||||
return;
|
||||
}
|
||||
Submarine.SaveCurrent(fileName +".gz");
|
||||
Submarine.SaveCurrent(fileName +".sub");
|
||||
NewMessage("map saved", Color.Green);
|
||||
break;
|
||||
case "loadmap":
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class MonsterEvent : ScriptedEvent
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class PropertyTask : Task
|
||||
{
|
||||
|
||||
@@ -6,12 +6,10 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class MonsterQuest : Quest
|
||||
{
|
||||
//string monsterName;
|
||||
|
||||
string monsterFile;
|
||||
|
||||
Character monster;
|
||||
@@ -33,7 +31,7 @@ namespace Subsurface
|
||||
|
||||
monster = new AICharacter(monsterFile, ConvertUnits.ToSimUnits(position+level.Position));
|
||||
}
|
||||
|
||||
|
||||
public override void End()
|
||||
{
|
||||
if (!monster.IsDead)
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Reflection;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Quest
|
||||
{
|
||||
@@ -104,7 +104,7 @@ namespace Subsurface
|
||||
|
||||
try
|
||||
{
|
||||
t = Type.GetType("Subsurface." + type, true, true);
|
||||
t = Type.GetType("Barotrauma." + type, true, true);
|
||||
if (t == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + configFile + "! Could not find a quest class of the type ''" + type + "''.");
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SalvageQuest : Quest
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class RepairTask : Task
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class ScriptedEvent
|
||||
{
|
||||
@@ -137,7 +137,7 @@ namespace Subsurface
|
||||
|
||||
try
|
||||
{
|
||||
t = Type.GetType("Subsurface." + type, true, true);
|
||||
t = Type.GetType("Barotrauma." + type, true, true);
|
||||
if (t == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + configFile + "! Could not find an event class of the type ''" + type + "''.");
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class ScriptedTask : Task
|
||||
{
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Task
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class TaskManager
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class FrameCounter
|
||||
{
|
||||
|
||||
@@ -5,7 +5,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIComponentStyle
|
||||
{
|
||||
|
||||
@@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
[Flags]
|
||||
public enum Alignment
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIButton : GUIComponent
|
||||
{
|
||||
|
||||
@@ -5,7 +5,7 @@ using EventInput;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public abstract class GUIComponent
|
||||
{
|
||||
|
||||
@@ -5,7 +5,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIDropDown : GUIComponent
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIFrame : GUIComponent
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIImage : GUIComponent
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIListBox : GUIComponent
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GUIMessage
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIMessageBox : GUIFrame
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIProgressBar : GUIComponent
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIScrollBar : GUIComponent
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUIStyle
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUITextBlock : GUIComponent
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
delegate void TextBoxEvent(GUITextBox sender);
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GUITickBox : GUIComponent
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@ using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class LoadingScreen
|
||||
{
|
||||
|
||||
@@ -5,14 +5,14 @@ using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Networking;
|
||||
using Subsurface.Particles;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Xml;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GameMain : Game
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class CargoManager
|
||||
{
|
||||
|
||||
@@ -5,7 +5,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class CrewManager
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GameMode
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GameModePreset
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class QuestMode : GameMode
|
||||
{
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SinglePlayerMode : GameMode
|
||||
{
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Subsurface.Networking;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class TraitorMode : GameMode
|
||||
{
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Items.Components;
|
||||
using Barotrauma.Items.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class TutorialMode : GameMode
|
||||
{
|
||||
@@ -17,7 +17,7 @@ namespace Subsurface
|
||||
|
||||
public static void Start()
|
||||
{
|
||||
Submarine.Load("Content/Map/TutorialSub.gz", "");
|
||||
Submarine.Load("Content/Map/TutorialSub.sub", "");
|
||||
|
||||
GameMain.GameSession = new GameSession(Submarine.Loaded, "", GameModePreset.list.Find(gm => gm.Name.ToLower()=="tutorial"));
|
||||
|
||||
@@ -86,12 +86,15 @@ namespace Subsurface
|
||||
|
||||
private IEnumerable<object> UpdateState()
|
||||
{
|
||||
Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
|
||||
|
||||
GameMain.GameScreen.BackgroundSpriteManager.SpawnSprites(1, Submarine.Loaded.Position + Character.Controlled.Position);
|
||||
//spawn some fish next to the player
|
||||
GameMain.GameScreen.BackgroundSpriteManager.SpawnSprites(2,
|
||||
Submarine.Loaded.Position + Character.Controlled.Position);
|
||||
|
||||
yield return new WaitForSeconds(4.0f);
|
||||
|
||||
infoBox = CreateInfoFrame("Use WASD to move and mouse to look around");
|
||||
infoBox = CreateInfoFrame("Use WASD to move and the mouse to look around");
|
||||
|
||||
yield return new WaitForSeconds(5.0f);
|
||||
|
||||
@@ -110,9 +113,19 @@ namespace Subsurface
|
||||
|
||||
//-----------------------------------
|
||||
|
||||
infoBox = CreateInfoFrame("Now it's time to power up the submarine. Go to the upper left corner of the submarine, where you'll find a nuclear reactor.");
|
||||
infoBox = CreateInfoFrame("Hold W or S to walk up or down stairs. Use shift to run.", true);
|
||||
|
||||
while (infoBox!=null)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
//-----------------------------------
|
||||
|
||||
infoBox = CreateInfoFrame("At the moment the submarine has no power, which means that crucial systems such as the oxygen generator or the engine aren't running. Let's fix this: go to the upper left corner of the submarine, where you'll find a nuclear reactor.");
|
||||
|
||||
Reactor reactor = Item.itemList.Find(i => i.HasTag("tutorialreactor")).GetComponent<Reactor>();
|
||||
reactor.MeltDownTemp = 20000.0f;
|
||||
|
||||
while (Vector2.Distance(Character.Controlled.Position, reactor.Item.Position)>200.0f)
|
||||
{
|
||||
@@ -135,28 +148,39 @@ namespace Subsurface
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
infoBox = CreateInfoFrame("The reactor core has started generating heat, which in turn generates power for the submarine. It won't generate much power at the moment, "
|
||||
+" because the shutdown temperature is set to 500. When the temperature of the reactor raises higher than the shutdown temperature, the reactor will automatically start to cool itself down."
|
||||
+ " You should increase it to somewhere around 5000.");
|
||||
infoBox = CreateInfoFrame("The reactor core has started generating heat, which in turn generates power for the submarine. The power generation is very low at the moment,"
|
||||
+" because the reactor is set to shut itself down when the temperature rises above 500 degrees Celsius. You can adjust the temperature limit by changing the ''Shutdown Temperature'' in the control panel.", true);
|
||||
|
||||
while (Math.Abs(reactor.ShutDownTemp-5000.0f) > 400.0f)
|
||||
while (infoBox!=null)
|
||||
{
|
||||
reactor.ShutDownTemp = Math.Min(reactor.ShutDownTemp, 5000.0f);
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
infoBox = CreateInfoFrame("The amount of power generated by the reactor should be kept close to the amount of power consumed by the devices in the submarine. "
|
||||
+"If there's not enough power, devices won't function properly, and if there's too much power, some devices may be damaged. Turn on ''Automatic temperature control'' to "
|
||||
+"make the reactor automatically adjust the temperature to a suitable level.");
|
||||
+"If there isn't enough power, devices won't function properly (or at all), and if there's too much power, some devices may be damaged."
|
||||
+" Try to raise the temperature of the reactor close to 3000 degrees by adjusting the fission and cooling rates.");
|
||||
|
||||
while (Math.Abs(reactor.Temperature-3000.0f) > 100.0f)
|
||||
{
|
||||
reactor.ShutDownTemp = Math.Min(reactor.ShutDownTemp, 5000.0f);
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
infoBox = CreateInfoFrame("Looks like we're up and running! Now you should turn on the ''Automatic temperature control'', which will make the reactor "
|
||||
+"automatically adjust the temperature to a suitable level. Even though it's an easy way to keep the reactor up and running most of the time, "
|
||||
+"you should keep in mind that it changes the temperature very slowly and carefully, which may cause issues if there are sudden changes in grid load.");
|
||||
|
||||
while (!reactor.AutoTemp)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
infoBox = CreateInfoFrame("That's the basics you need to know to power up the reactor! Now that there's power available for the engines, let's try steering the sub. "
|
||||
+"Deselect the reactor by pressing E and head to the command room at the left edge of the vessel.");
|
||||
infoBox = CreateInfoFrame("That's the basics of operating the reactor! Now that there's power available for the engines, it's time to get the submarine moving. "
|
||||
+"Deselect the reactor by pressing E and head to the command room at the right edge of the vessel.");
|
||||
|
||||
Steering steering = Item.itemList.Find(i => i.HasTag("tutorialsteering")).GetComponent<Steering>();
|
||||
Radar radar = steering.Item.GetComponent<Radar>();
|
||||
@@ -165,6 +189,8 @@ namespace Subsurface
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
CoroutineManager.StartCoroutine(KeepReactorRunning(reactor));
|
||||
|
||||
infoBox = CreateInfoFrame("Select the navigation terminal by walking next to it and pressing E.");
|
||||
|
||||
@@ -183,7 +209,7 @@ namespace Subsurface
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
yield return new WaitForSeconds(5.0f);
|
||||
|
||||
infoBox = CreateInfoFrame("You need a screwdriver to check the wiring of the terminal."
|
||||
+ " Equip a screwdriver by pulling it to either of the slots with a hand symbol, and then select the terminal again by pressing E.");
|
||||
@@ -272,14 +298,21 @@ namespace Subsurface
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
infoBox = CreateInfoFrame("The white box in the middle is the submarine, and the white lines outside it are the walls of an underwater cavern. "
|
||||
+ "Try moving the submarine by clicking somewhere inside the rectangle and draggind the pointer to the direction you want to go to.");
|
||||
+ "Try moving the submarine by clicking somewhere on the monitor and dragging the pointer to the direction you want to go to.");
|
||||
|
||||
while (steering.CurrTargetVelocity == Vector2.Zero && steering.CurrTargetVelocity.Length() < 50.0f)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
yield return new WaitForSeconds(4.0f);
|
||||
|
||||
|
||||
infoBox = CreateInfoFrame("The submarine moves up and down by pumping water in and out of the two ballast tanks at the bottom of the submarine. "
|
||||
+"The engine at the back of the sub moves it forwards and backwards.", true);
|
||||
|
||||
while (infoBox!=null)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
|
||||
|
||||
@@ -287,10 +320,7 @@ namespace Subsurface
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
yield return new WaitForSeconds(8.0f);
|
||||
|
||||
infoBox = CreateInfoFrame("The submarine moves up and down by pumping water in and out of the two ballast tanks at the bottom of the submarine. "
|
||||
+"The engine at the back of the sub moves it forwards and backwards.");
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
|
||||
var moloch = new AICharacter("Content/Characters/Moloch/moloch.xml", steering.Item.SimPosition + Vector2.UnitX * 25.0f);
|
||||
moloch.PlaySound(AIController.AiState.Attack);
|
||||
@@ -318,7 +348,7 @@ namespace Subsurface
|
||||
|
||||
foreach (Limb limb in moloch.AnimController.Limbs)
|
||||
{
|
||||
limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X, limb.LinearVelocity.Y + steeringDir.Y*10.0f);
|
||||
limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X*2.0f, limb.LinearVelocity.Y + steeringDir.Y*10.0f);
|
||||
}
|
||||
|
||||
moloch.AIController.Steering = steeringDir;
|
||||
@@ -338,17 +368,15 @@ namespace Subsurface
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
} while (!broken);
|
||||
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
|
||||
var capacitor1 = Item.itemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
|
||||
var capacitor2 = Item.itemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
|
||||
CoroutineManager.StartCoroutine(KeepEnemyAway(moloch, new PowerContainer[] { capacitor1, capacitor2 }));
|
||||
|
||||
|
||||
|
||||
infoBox = CreateInfoFrame("The hull has been breached! Close all the doors to the command room to stop the water from flooding the entire sub!");
|
||||
|
||||
|
||||
|
||||
Door commandDoor1 = Item.itemList.Find(i => i.HasTag("commanddoor1")).GetComponent<Door>();
|
||||
Door commandDoor2 = Item.itemList.Find(i => i.HasTag("commanddoor2")).GetComponent<Door>();
|
||||
Door commandDoor3 = Item.itemList.Find(i => i.HasTag("commanddoor3")).GetComponent<Door>();
|
||||
@@ -358,7 +386,7 @@ namespace Subsurface
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
infoBox = CreateInfoFrame("You should find yourself an diving mask or a diving suit, in case the creature causes more damage. "+
|
||||
infoBox = CreateInfoFrame("You should quickly find yourself a diving mask or a diving suit. "+
|
||||
"There are some in the room next to the airlock.");
|
||||
|
||||
while (!HasItem("Diving Mask") && !HasItem("Diving Suit"))
|
||||
@@ -386,7 +414,7 @@ namespace Subsurface
|
||||
|
||||
yield return new WaitForSeconds(5.0f);
|
||||
|
||||
infoBox = CreateInfoFrame("Now it's time to stop the creature attacking the submarine. Head to the railgun room at the upper right corner of the sub.");
|
||||
infoBox = CreateInfoFrame("Now you should stop the creature attacking the submarine before it does any more damage. Head to the railgun room at the upper right corner of the sub.");
|
||||
|
||||
var railGun = Item.itemList.Find(i => i.GetComponent<Turret>()!=null);
|
||||
|
||||
@@ -515,6 +543,7 @@ namespace Subsurface
|
||||
|
||||
Character.Controlled = null;
|
||||
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
||||
GameMain.LightManager.LosEnabled = false;
|
||||
|
||||
do
|
||||
{
|
||||
@@ -590,6 +619,19 @@ namespace Subsurface
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
private IEnumerable<object> KeepReactorRunning(Reactor reactor)
|
||||
{
|
||||
do
|
||||
{
|
||||
reactor.AutoTemp = true;
|
||||
reactor.ShutDownTemp = 5000.0f;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
} while (Item.itemList.Contains(reactor.Item));
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
base.Draw(spriteBatch);
|
||||
@@ -598,10 +640,17 @@ namespace Subsurface
|
||||
if (infoBox != null) infoBox.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
private GUIComponent CreateInfoFrame(string text)
|
||||
private bool CloseInfoFrame(GUIButton button, object userData)
|
||||
{
|
||||
infoBox = null;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private GUIComponent CreateInfoFrame(string text, bool hasButton = false)
|
||||
{
|
||||
int width = 300;
|
||||
int height = 80;
|
||||
int height = hasButton ? 110 : 80;
|
||||
|
||||
string wrappedText = ToolBox.WrapText(text, width, GUI.Font);
|
||||
|
||||
@@ -612,7 +661,13 @@ namespace Subsurface
|
||||
infoBlock.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
|
||||
infoBlock.Flash(Color.Green);
|
||||
|
||||
new GUITextBlock(new Rectangle(10, 10, width - 40, height), text, GUI.Style, infoBlock, true);
|
||||
var textBlock = new GUITextBlock(new Rectangle(10, 10, width - 40, height), text, GUI.Style, infoBlock, true);
|
||||
|
||||
if (hasButton)
|
||||
{
|
||||
var okButton = new GUIButton(new Rectangle(0,-40,80,25), "OK", Alignment.BottomCenter, GUI.Style, textBlock);
|
||||
okButton.OnClicked = CloseInfoFrame;
|
||||
}
|
||||
|
||||
|
||||
GUI.PlayMessageSound();
|
||||
|
||||
@@ -8,7 +8,7 @@ using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GameSession
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
class HireManager
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
public class GameSettings
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
interface IPropertyObject
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Subsurface
|
||||
namespace Barotrauma
|
||||
{
|
||||
[Flags]
|
||||
public enum LimbSlot
|
||||
@@ -279,7 +279,7 @@ namespace Subsurface
|
||||
{
|
||||
DropItem(draggingItem);
|
||||
|
||||
new Networking.NetworkEvent(Subsurface.Networking.NetworkEventType.DropItem, draggingItem.ID, true);
|
||||
new Networking.NetworkEvent(Barotrauma.Networking.NetworkEventType.DropItem, draggingItem.ID, true);
|
||||
//draggingItem = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,9 +6,9 @@ using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Lights;
|
||||
using Barotrauma.Lights;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Door : ItemComponent
|
||||
{
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user