From a359450b0dd4cb3a8bf4ddf42247ad8389a01eef Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Thu, 23 May 2019 15:09:23 +0300 Subject: [PATCH] (e54e87ee6) Fixed mechanic tutorial deconstruct objective not triggering if hatch is closed and repair ui thresholds --- .../Source/GameSession/GameModes/Tutorials/MechanicTutorial.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/MechanicTutorial.cs b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/MechanicTutorial.cs index 4d516fb8e..fd85d1bc0 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/MechanicTutorial.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/GameModes/Tutorials/MechanicTutorial.cs @@ -330,7 +330,6 @@ namespace Barotrauma.Tutorials do { yield return null; } while (mechanic_brokenhull_1.WaterPercentage > waterVolumeBeforeOpening); // Unlock door once drained RemoveCompletedObjective(segments[3]); SetDoorAccess(mechanic_thirdDoor, mechanic_thirdDoorLight, true); - yield return new WaitForSeconds(1.5f, false); //TriggerTutorialSegment(11, GameMain.Config.KeyBind(InputType.Select), GameMain.Config.KeyBind(InputType.Up), GameMain.Config.KeyBind(InputType.Down), GameMain.Config.KeyBind(InputType.Select)); // Ladder objective //do { yield return null; } while (!mechanic_ladderSensor.MotionDetected); //RemoveCompletedObjective(segments[11]);