v0.4.0.1: radio messages visible to spectators, handheld sonars in vanilla subs, nerfed water damage to junction boxes, moved junction boxes inside Nehalennias ballast tanks to a drier location

This commit is contained in:
Regalis
2016-04-24 13:11:46 +03:00
parent 5d635f5865
commit d4816c3ee9
6 changed files with 20 additions and 14 deletions

View File

@@ -16,7 +16,7 @@
</fixrequirement>
<PowerTransfer canbeselected = "true">
<StatusEffect type="InWater" target="This" condition="-1.0"/>
<StatusEffect type="InWater" target="This" condition="-0.5"/>
<GuiFrame rect="0,0,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/>
</PowerTransfer>

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@@ -107,12 +107,7 @@ namespace Barotrauma.Networking
{
get { return inGameHUD; }
}
public GUIListBox ChatBox
{
get { return chatBox; }
}
public NetworkMember()
{
inGameHUD = new GUIFrame(new Rectangle(0,0,0,0), null, null);
@@ -204,7 +199,7 @@ namespace Barotrauma.Networking
{
if (sender == null) return false;
var radio = sender.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
var radio = sender.Inventory.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null || !sender.HasEquippedItem(radio)) return false;
var radioComponent = radio.GetComponent<WifiComponent>();
@@ -231,7 +226,9 @@ namespace Barotrauma.Networking
public void AddChatMessage(ChatMessage message)
{
if (message.Type == ChatMessageType.Radio && message.Sender != null && message.Sender != myCharacter)
if (message.Type == ChatMessageType.Radio &&
Character.Controlled != null &&
message.Sender != null && message.Sender != myCharacter)
{
var radio = message.Sender.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null) return;
@@ -247,9 +244,9 @@ namespace Barotrauma.Networking
if (message.Sender != null)
{
if (message.Type == ChatMessageType.Default && myCharacter != null)
if (message.Type == ChatMessageType.Default && Character.Controlled != null)
{
displayedText = message.ApplyDistanceEffect(myCharacter);
displayedText = message.ApplyDistanceEffect(Character.Controlled);
if (string.IsNullOrWhiteSpace(displayedText)) return;
}
@@ -303,8 +300,8 @@ namespace Barotrauma.Networking
{
if (gameStarted && Screen.Selected == GameMain.GameScreen)
{
chatBox.Visible = Character.Controlled == null || !Character.Controlled.IsUnconscious;
chatMsgBox.Visible = chatBox.Visible;
//chatBox.Visible = Character.Controlled == null || !Character.Controlled.IsUnconscious;
chatMsgBox.Visible = Character.Controlled == null || !Character.Controlled.IsUnconscious;
inGameHUD.Update(deltaTime);
@@ -319,7 +316,7 @@ namespace Barotrauma.Networking
}
}
if (PlayerInput.KeyHit(InputType.Chat))
if (PlayerInput.KeyHit(InputType.Chat) && chatMsgBox.Visible)
{
if (chatMsgBox.Selected)
{

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@@ -1,3 +1,12 @@
---------------------------------------------------------------------------------------------------------
v0.4.0.1
---------------------------------------------------------------------------------------------------------
- radio messages are visible to spectators
- added a bunch of handheld sonars to the vanilla subs
- junction boxes take more time to break in water
- moved the junction boxes inside Nehalennia's ballast tanks to a drier location
---------------------------------------------------------------------------------------------------------
v0.4.0.0
---------------------------------------------------------------------------------------------------------