Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
This commit is contained in:
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.5.4.2")]
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[assembly: AssemblyFileVersion("0.5.4.2")]
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[assembly: AssemblyVersion("0.5.4.3")]
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[assembly: AssemblyFileVersion("0.5.4.3")]
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@@ -21,12 +21,12 @@ namespace Barotrauma
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public Vector2 CenterPosition;
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public Vector2 TitlePosition;
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private float? loadState;
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private float? loadState;
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#if !LINUX
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Video splashScreenVideo;
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VideoPlayer videoPlayer;
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#endif
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public Vector2 TitleSize
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{
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get { return new Vector2(titleTexture.Width, titleTexture.Height); }
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@@ -56,19 +56,23 @@ namespace Barotrauma
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public LoadingScreen(GraphicsDevice graphics)
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{
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#if !LINUX
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if (GameMain.Config.EnableSplashScreen)
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{
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try
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{
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splashScreenVideo = GameMain.Instance.Content.Load<Video>("utg_4");
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to load splashscreen", e);
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GameMain.Config.EnableSplashScreen = false;
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}
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}
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#endif
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backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
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monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
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@@ -82,6 +86,7 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
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{
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#if !LINUX
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if (GameMain.Config.EnableSplashScreen && splashScreenVideo != null)
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{
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try
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@@ -96,6 +101,7 @@ namespace Barotrauma
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GameMain.Config.EnableSplashScreen = false;
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}
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}
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#endif
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drawn = true;
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@@ -171,6 +177,7 @@ namespace Barotrauma
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}
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#if !LINUX
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private void DrawSplashScreen(SpriteBatch spriteBatch)
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{
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if (videoPlayer == null)
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@@ -206,6 +213,7 @@ namespace Barotrauma
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}
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}
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#endif
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bool drawn;
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public IEnumerable<object> DoLoading(IEnumerable<object> loader)
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@@ -303,7 +303,7 @@ namespace Barotrauma.Tutorials
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foreach (Structure s in Structure.WallList)
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{
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if (s.CastShadow || !s.HasBody) continue;
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if (s.Rect.Right > steering.Item.CurrentHull.Rect.Right) windows.Add(s);
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}
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@@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials
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}
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if (broken) break;
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}
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if (broken) break;
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yield return CoroutineStatus.Running;
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} while (!broken);
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@@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
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infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller.");
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while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
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@@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
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infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, "
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+ "press the left mouse button.");
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while (!moloch.IsDead)
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{
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if (moloch.WorldPosition.Y > Character.Controlled.WorldPosition.Y + 600.0f)
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{
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moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, Character.Controlled.WorldPosition - moloch.WorldPosition);
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}
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moloch.AIController.SelectTarget(Character.Controlled.AiTarget);
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yield return CoroutineStatus.Running;
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}
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