Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
Evil Factory
2026-06-16 09:40:27 -03:00
74 changed files with 1167 additions and 408 deletions
@@ -1799,22 +1799,35 @@ namespace Barotrauma
(Client client, Vector2 cursorWorldPos, string[] args) =>
{
if (Submarine.MainSub == null || Level.Loaded == null) { return; }
Submarine submarineToTeleport = Submarine.MainSub;
if (args.Length > 1)
{
foreach (Submarine sub in Submarine.Loaded.Where(s => s.PhysicsBody.BodyType == FarseerPhysics.BodyType.Dynamic))
{
if ((sub.Info.Name + "_" + sub.TeamID) == args[1])
{
submarineToTeleport = sub;
break;
}
}
}
if (args.Length == 0 || args[0].Equals("cursor", StringComparison.OrdinalIgnoreCase))
{
Submarine.MainSub.SetPosition(cursorWorldPos);
submarineToTeleport.SetPosition(cursorWorldPos);
}
else if (args[0].Equals("start", StringComparison.OrdinalIgnoreCase))
{
Submarine.MainSub.SetPosition(Level.Loaded.StartPosition - Vector2.UnitY * Submarine.MainSub.Borders.Height);
submarineToTeleport.SetPosition(Level.Loaded.StartPosition - Vector2.UnitY * submarineToTeleport.Borders.Height);
}
else if (args[0].Equals("end", StringComparison.OrdinalIgnoreCase))
{
Submarine.MainSub.SetPosition(Level.Loaded.EndPosition - Vector2.UnitY * Submarine.MainSub.Borders.Height);
submarineToTeleport.SetPosition(Level.Loaded.EndPosition - Vector2.UnitY * submarineToTeleport.Borders.Height);
}
else if (args[0].Equals("endoutpost", StringComparison.OrdinalIgnoreCase))
{
Submarine.MainSub.SetPosition(Level.Loaded.EndExitPosition - Vector2.UnitY * Submarine.MainSub.Borders.Height);
var submarineDockingPort = DockingPort.List.FirstOrDefault(d => d.Item.Submarine == Submarine.MainSub);
submarineToTeleport.SetPosition(Level.Loaded.EndExitPosition - Vector2.UnitY * submarineToTeleport.Borders.Height);
var submarineDockingPort = DockingPort.List.FirstOrDefault(d => d.Item.Submarine == submarineToTeleport);
if (Level.Loaded?.EndOutpost == null)
{
NewMessage("Can't teleport the sub to the end outpost (no outpost at the end of the level).", Color.Red);