more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed

This commit is contained in:
Regalis
2015-12-17 18:26:40 +02:00
parent 859be53d28
commit af470eab2e
53 changed files with 1065 additions and 427 deletions

View File

@@ -141,14 +141,12 @@ namespace Barotrauma
CrewManager.Draw(spriteBatch);
if (Level.Loaded == null) return;
if (Level.Loaded.AtEndPosition)
if (Submarine.Loaded.AtEndPosition)
{
endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
endShiftButton.Draw(spriteBatch);
}
else if (Level.Loaded.AtStartPosition)
else if (Submarine.Loaded.AtStartPosition)
{
endShiftButton.Text = "Enter " + Map.CurrentLocation.Name;
endShiftButton.Draw(spriteBatch);
@@ -223,7 +221,7 @@ namespace Barotrauma
sb.Append("No casualties!");
}
if (Level.Loaded.AtEndPosition)
if (Submarine.Loaded.AtEndPosition)
{
Map.MoveToNextLocation();
}

View File

@@ -55,7 +55,7 @@ namespace Barotrauma
End(endMessage);
return;
}
else if (Level.Loaded.AtEndPosition)
else if (Submarine.Loaded.AtEndPosition)
{
string endMessage = traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";

View File

@@ -85,7 +85,7 @@ namespace Barotrauma
Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
//spawn some fish next to the player
GameMain.GameScreen.BackgroundSpriteManager.SpawnSprites(2,
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
Submarine.Loaded.Position + Character.Controlled.Position);
yield return new WaitForSeconds(4.0f);

View File

@@ -119,7 +119,7 @@ namespace Barotrauma
level.Generate();
submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
GameMain.GameScreen.BackgroundSpriteManager.SpawnSprites(80);
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
}
if (Quest!=null) Quest.Start(Level.Loaded);