Unstable 1.1.14.0

This commit is contained in:
Markus Isberg
2023-10-02 16:43:54 +03:00
parent 94f5a93a0c
commit cf8f0de659
606 changed files with 21906 additions and 11456 deletions
@@ -0,0 +1,22 @@
#nullable enable
using Barotrauma.Networking;
namespace Barotrauma
{
sealed partial class TraitorManager
{
public static void ClientRead(IReadMessage msg)
{
//unused, but could be worth keeping in the messages regardless in case a mod wants to use these for something
TraitorEvent.State state = (TraitorEvent.State)msg.ReadByte();
Identifier eventIdentifier = msg.ReadIdentifier();
if (GameMain.Client?.Character == null)
{
DebugConsole.ThrowError("Received a traitor update when not controlling a character.");
return;
}
GameMain.Client.Character.IsTraitor = true;
}
}
}
@@ -1,33 +0,0 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma
{
class TraitorMissionPrefab : Prefab
{
public static readonly PrefabCollection<TraitorMissionPrefab> Prefabs = new PrefabCollection<TraitorMissionPrefab>();
public readonly Sprite Icon;
public readonly Color IconColor;
public TraitorMissionPrefab(ContentXElement element, TraitorMissionsFile file) : base(file, element.GetAttributeIdentifier("identifier", Identifier.Empty))
{
foreach (var subElement in element.Elements())
{
if (subElement.Name.ToString().Equals("icon", StringComparison.OrdinalIgnoreCase))
{
Icon = new Sprite(subElement);
IconColor = subElement.GetAttributeColor("color", Color.White);
}
}
}
public override void Dispose()
{
Icon?.Remove();
}
}
}
@@ -1,22 +0,0 @@
using Barotrauma.Networking;
using System;
namespace Barotrauma
{
partial class TraitorMissionResult
{
public TraitorMissionResult(IReadMessage inc)
{
MissionIdentifier = inc.ReadIdentifier();
EndMessage = inc.ReadString();
Success = inc.ReadBoolean();
byte characterCount = inc.ReadByte();
for (int i = 0; i < characterCount; i++)
{
UInt16 characterID = inc.ReadUInt16();
var character = Entity.FindEntityByID(characterID) as Character;
if (character != null) { Characters.Add(character); }
}
}
}
}