assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes

This commit is contained in:
Regalis
2015-08-03 23:25:22 +03:00
parent 01b1dfe0df
commit 9149408b36
44 changed files with 674 additions and 324 deletions
+16 -10
View File
@@ -418,10 +418,12 @@ namespace Subsurface
public void GiveJobItems(WayPoint spawnPoint)
{
if (Info == null || Info.Job == null) return;
foreach (string itemName in Info.Job.SpawnItemNames)
if (info == null || info.Job == null) return;
for (int i = 0; i < info.Job.SpawnItemNames.Count; i++ )
{
string itemName = info.Job.SpawnItemNames[i];
ItemPrefab itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab;
if (itemPrefab == null)
{
@@ -431,14 +433,18 @@ namespace Subsurface
Item item = new Item(itemPrefab, Position);
inventory.TryPutItem(item, item.AllowedSlots, false);
if (item.Prefab.Name == "ID Card" && spawnPoint!=null)
if (info.Job.EquipSpawnItem[i])
{
item.Equip(this);
}
if (item.Prefab.Name == "ID Card" && spawnPoint != null)
{
foreach (string s in spawnPoint.IdCardTags)
{
item.AddTag(s);
}
}
}
}
}
@@ -476,8 +482,7 @@ namespace Subsurface
if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
if (actionKeyDown.State) selectedItems[i].Use(deltaTime, this);
if (secondaryKeyDown.State && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
if (secondaryKeyDown.State && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
}
if (selectedConstruction != null)
@@ -906,6 +911,8 @@ namespace Subsurface
}
}
health = 0.0f;
isDead = true;
AnimController.movement = Vector2.Zero;
AnimController.TargetMovement = Vector2.Zero;
@@ -914,7 +921,6 @@ namespace Subsurface
{
if (selectedItems[i] != null) selectedItems[i].Drop(this);
}
aiTarget.Remove();
aiTarget = null;