Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop

This commit is contained in:
EvilFactory
2023-01-31 13:17:15 -03:00
232 changed files with 4481 additions and 2283 deletions
@@ -373,8 +373,7 @@ namespace Barotrauma
CurrentOrders.RemoveAt(i);
continue;
}
var currentOrderInfo = character.GetCurrentOrder(currentOrder);
if (currentOrderInfo is Order)
if (character.GetCurrentOrder(currentOrder) is Order currentOrderInfo)
{
int currentPriority = currentOrderInfo.ManualPriority;
if (currentOrder.ManualPriority != currentPriority)
@@ -548,7 +547,8 @@ namespace Barotrauma
KeepActiveWhenReady = true,
CheckInventory = true,
Equip = false,
FindAllItems = true
FindAllItems = true,
RequireNonEmpty = false
};
break;
case "findweapon":
@@ -564,7 +564,8 @@ namespace Barotrauma
KeepActiveWhenReady = false,
CheckInventory = false,
EvaluateCombatPriority = true,
FindAllItems = false
FindAllItems = false,
RequireNonEmpty = true
};
}
prepareObjective.KeepActiveWhenReady = false;
@@ -609,9 +610,9 @@ namespace Barotrauma
Order dismissOrder = currentOrder.GetDismissal();
#if CLIENT
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
if (GameMain.GameSession?.CrewManager is CrewManager cm && cm.IsSinglePlayer)
{
GameMain.GameSession.CrewManager.SetCharacterOrder(character, dismissOrder);
character.SetOrder(dismissOrder, isNewOrder: true, speak: false);
}
#else
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(dismissOrder, character, character));