Round summary screen, GUIMessageBoxes disable other UI elements, renamed quests as missions
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@@ -17,8 +17,6 @@ namespace Barotrauma
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class Character : Entity, IDamageable, IPropertyObject
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{
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public static string[] DeathMsg = new string[Enum.GetNames(typeof(CauseOfDeath)).Length];
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public static List<Character> CharacterList = new List<Character>();
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public static Queue<CharacterInfo> NewCharacterQueue = new Queue<CharacterInfo>();
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@@ -282,16 +280,9 @@ namespace Barotrauma
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{
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get { return AnimController.RefLimb.Position; }
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}
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static Character()
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{
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DeathMsg[(int)CauseOfDeath.Damage] = "succumbed to your injuries";
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DeathMsg[(int)CauseOfDeath.Bloodloss] = "bled out";
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DeathMsg[(int)CauseOfDeath.Drowning] = "drowned";
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DeathMsg[(int)CauseOfDeath.Suffocation] = "suffocated";
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DeathMsg[(int)CauseOfDeath.Pressure] = "been crushed by water pressure";
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DeathMsg[(int)CauseOfDeath.Burn] = "burnt to death";
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}
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public delegate void OnDeathHandler(Character character, CauseOfDeath causeOfDeath);
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public OnDeathHandler OnDeath;
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public static Character Create(string file, Vector2 position)
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{
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@@ -1159,7 +1150,7 @@ namespace Barotrauma
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//if the Character is controlled by this client/server, let others know that the Character has died
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if (Character.controlled == this)
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{
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string chatMessage = "You have " + DeathMsg[(int)causeOfDeath] + ".";
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string chatMessage = InfoTextManager.GetInfoText("Self_CauseOfDeath." + causeOfDeath.ToString());
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if (GameMain.Client!=null) chatMessage += " Your chat messages will only be visible to other dead players.";
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GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
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@@ -1179,6 +1170,8 @@ namespace Barotrauma
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}
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}
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if (OnDeath != null) OnDeath(this, causeOfDeath);
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CoroutineManager.StartCoroutine(DeathAnim(GameMain.GameScreen.Cam));
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health = 0.0f;
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