Host can spawn in team 2 + relay component state syncing

This commit is contained in:
juanjp600
2016-10-05 22:03:06 -03:00
parent 6648e6fd97
commit 91539c5b84
4 changed files with 53 additions and 8 deletions

View File

@@ -892,8 +892,9 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Running;
int teamCount = 1;
int hostTeam = 1;
if (GameMain.GameSession.gameMode.Mission != null &&
GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients))
GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients,out hostTeam))
{
teamCount = 2;
}
@@ -913,7 +914,7 @@ namespace Barotrauma.Networking
if (!teamClients.Any() && teamID > 1) continue;
AssignJobs(teamClients, teamID==1);
AssignJobs(teamClients, teamID==hostTeam);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
@@ -931,7 +932,7 @@ namespace Barotrauma.Networking
}
//host's character
if (characterInfo != null && teamID == 1)
if (characterInfo != null && teamID == hostTeam)
{
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
characterInfos.Add(characterInfo);
@@ -951,7 +952,7 @@ namespace Barotrauma.Networking
}
//host plays in team 1
if (characterInfo != null && teamID == 1)
if (characterInfo != null && teamID == hostTeam)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);