(4d924cc86) Fixes to New Game and Game Settings layouts

+ merge fix
This commit is contained in:
Joonas Rikkonen
2019-04-01 22:53:55 +03:00
parent 22372dfffe
commit cae366e807
8 changed files with 36 additions and 71 deletions
@@ -890,7 +890,6 @@ namespace Barotrauma
if (closestBody.UserData is Structure wall && wall.Submarine != null)
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
int passableHoleCount = GetMinimumPassableHoleCount();
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
@@ -1232,7 +1231,7 @@ namespace Barotrauma
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
if (isDisabled)
else
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
@@ -1289,11 +1289,7 @@ namespace Barotrauma
LastSentSignalRecipients.Clear();
if (connections == null) return;
public List<T> GetConnectedComponentsRecursive<T>(Connection c) where T : ItemComponent
{
List<T> connectedComponents = new List<T>();
List<Item> alreadySearched = new List<Item>() { this };
GetConnectedComponentsRecursive(c, alreadySearched, connectedComponents);
stepsTaken++;
if (!connections.TryGetValue(connectionName, out Connection c)) return;
@@ -623,21 +623,6 @@ namespace Barotrauma
break;
}
}
if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
{
DebugConsole.ThrowError(
"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
}
if (!string.IsNullOrEmpty(identifier))
{
MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
if (existingPrefab != null)
{
DebugConsole.ThrowError(
"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
}
}
if (sprite == null)
{