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
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@@ -141,14 +141,12 @@ namespace Barotrauma
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CrewManager.Draw(spriteBatch);
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if (Level.Loaded == null) return;
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if (Level.Loaded.AtEndPosition)
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if (Submarine.Loaded.AtEndPosition)
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{
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endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
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endShiftButton.Draw(spriteBatch);
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}
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else if (Level.Loaded.AtStartPosition)
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else if (Submarine.Loaded.AtStartPosition)
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{
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endShiftButton.Text = "Enter " + Map.CurrentLocation.Name;
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endShiftButton.Draw(spriteBatch);
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@@ -223,7 +221,7 @@ namespace Barotrauma
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sb.Append("No casualties!");
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}
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if (Level.Loaded.AtEndPosition)
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if (Submarine.Loaded.AtEndPosition)
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{
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Map.MoveToNextLocation();
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}
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@@ -55,7 +55,7 @@ namespace Barotrauma
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End(endMessage);
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return;
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}
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else if (Level.Loaded.AtEndPosition)
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else if (Submarine.Loaded.AtEndPosition)
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{
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string endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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@@ -85,7 +85,7 @@ namespace Barotrauma
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Submarine.Loaded.SetPosition(new Vector2(Submarine.Loaded.Position.X, 38500.0f));
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//spawn some fish next to the player
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GameMain.GameScreen.BackgroundSpriteManager.SpawnSprites(2,
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
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Submarine.Loaded.Position + Character.Controlled.Position);
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yield return new WaitForSeconds(4.0f);
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@@ -119,7 +119,7 @@ namespace Barotrauma
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level.Generate();
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submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
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GameMain.GameScreen.BackgroundSpriteManager.SpawnSprites(80);
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
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}
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if (Quest!=null) Quest.Start(Level.Loaded);
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