Option to choose which submarine to use as the respawn shuttle, submarines can be given "tags" (atm just shuttle and HideInMenu), separate saving window in sub editor

This commit is contained in:
Regalis
2016-08-05 14:06:05 +03:00
parent 581a7d5d9f
commit d55926a352
8 changed files with 363 additions and 75 deletions

View File

@@ -61,11 +61,11 @@ namespace Barotrauma.Networking
private float updateReturnTimer;
public RespawnManager(NetworkMember networkMember)
public RespawnManager(NetworkMember networkMember, Submarine shuttle)
{
this.networkMember = networkMember;
respawnShuttle = new Submarine("Submarines/Shuttle Mark I.sub");
respawnShuttle = shuttle;
respawnShuttle.Load(false);
ResetShuttle();
@@ -398,7 +398,9 @@ namespace Barotrauma.Networking
msg.Write((byte)characterInfos.Count);
for (int i = 0; i < characterInfos.Count; i++)
{
var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false);
bool myCharacter = i >= clients.Count;
var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, !myCharacter, false);
if (divingSuitPrefab != null && oxyPrefab != null)
{
@@ -416,17 +418,17 @@ namespace Barotrauma.Networking
Item.Spawner.AddToSpawnedList(oxyTank);
}
if (i < clients.Count)
{
msg.Write((byte)clients[i].ID);
clients[i].Character = character;
}
else
if (myCharacter)
{
msg.Write((byte)0);
server.Character = character;
Character.Controlled = character;
}
else
{
msg.Write((byte)clients[i].ID);
clients[i].Character = character;
}
character.GiveJobItems(waypoints[i]);