(0eb0c36ec) Fixed door background sprites being drawn in front of characters (TODO: update sprite depths in the subs)

This commit is contained in:
Joonas Rikkonen
2019-04-10 13:30:25 +03:00
parent af260565ad
commit 9a54b89bf3
3 changed files with 59 additions and 21 deletions
@@ -212,36 +212,31 @@ namespace Barotrauma.Items.Components
}
private string accessDeniedTxt = TextManager.Get("AccessDenied");
private string cannotOpenText = TextManager.Get("DoorMsgCannotOpen");
private bool hasValidIdCard;
private bool hasIdCard;
public override bool HasRequiredItems(Character character, bool addMessage, string msg = null)
{
if (item.Condition <= RepairThreshold) return true; //For repairing
var idCard = character.Inventory.FindItemByIdentifier("idcard");
hasValidIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
Msg = hasValidIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
hasIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
Msg = hasIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
ParseMsg();
if (addMessage)
{
msg = msg ?? (requiredItems.Any(ri => ri.Value.Any(r => r.Identifiers.Contains("idcard"))) ? accessDeniedTxt : cannotOpenText);
}
//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg ?? accessDeniedTxt) : canBePicked;
}
public override bool Pick(Character picker)
{
if (item.Condition <= RepairThreshold) { return true; }
if (HasRequiredItems(picker, false) && hasValidIdCard) { return false; }
if (HasRequiredItems(picker, false) && hasIdCard) { return false; }
return base.Pick(picker);
}
public override bool OnPicked(Character picker)
{
if (item.Condition <= RepairThreshold) return true; //repairs
if (requiredItems.Any() && !hasValidIdCard)
if (requiredItems.Any() && !hasIdCard)
{
ForceOpen(ActionType.OnPicked);
}
@@ -261,7 +256,7 @@ namespace Barotrauma.Items.Components
//can only be selected if the item is broken
if (item.Condition <= RepairThreshold) return true; //repairs
bool hasRequiredItems = HasRequiredItems(character, false);
if (requiredItems.None() || hasRequiredItems && hasValidIdCard)
if (requiredItems.None() || hasRequiredItems && hasIdCard)
{
float originalPickingTime = PickingTime;
PickingTime = 0;