diff --git a/Subsurface/Barotrauma.csproj b/Subsurface/Barotrauma.csproj
index 3fadc6abb..48b0a5c18 100644
--- a/Subsurface/Barotrauma.csproj
+++ b/Subsurface/Barotrauma.csproj
@@ -95,6 +95,7 @@
+
diff --git a/Subsurface/Source/Characters/CharacterInfo.cs b/Subsurface/Source/Characters/CharacterInfo.cs
index affe2a016..edbd7df7e 100644
--- a/Subsurface/Source/Characters/CharacterInfo.cs
+++ b/Subsurface/Source/Characters/CharacterInfo.cs
@@ -232,7 +232,7 @@ namespace Barotrauma
File = ToolBox.GetAttributeString(element, "file", "");
Salary = ToolBox.GetAttributeInt(element, "salary", 1000);
- HeadSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
+ headSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
StartItemsGiven = ToolBox.GetAttributeBool(element, "startitemsgiven", false);
pickedItems = new List();
diff --git a/Subsurface/Source/Characters/Jobs/Job.cs b/Subsurface/Source/Characters/Jobs/Job.cs
index 14b238896..24aad1fd9 100644
--- a/Subsurface/Source/Characters/Jobs/Job.cs
+++ b/Subsurface/Source/Characters/Jobs/Job.cs
@@ -79,7 +79,7 @@ namespace Barotrauma
public static Job Random()
{
- JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count-1, false)];
+ JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count - 1, false)];
return new Job(prefab);
}
diff --git a/Subsurface/Source/GameMain.cs b/Subsurface/Source/GameMain.cs
index 73f08e5f7..165acfe56 100644
--- a/Subsurface/Source/GameMain.cs
+++ b/Subsurface/Source/GameMain.cs
@@ -39,7 +39,7 @@ namespace Barotrauma
public static EditCharacterScreen EditCharacterScreen;
public static Lights.LightManager LightManager;
-
+
public static ContentPackage SelectedPackage
{
get { return Config.SelectedContentPackage; }
diff --git a/Subsurface/Source/Items/Components/ItemComponent.cs b/Subsurface/Source/Items/Components/ItemComponent.cs
index 3a7cb8744..618cee02b 100644
--- a/Subsurface/Source/Items/Components/ItemComponent.cs
+++ b/Subsurface/Source/Items/Components/ItemComponent.cs
@@ -182,7 +182,9 @@ namespace Barotrauma.Items.Components
try
{
- SelectKey = (InputType)Enum.Parse(typeof(InputType), ToolBox.GetAttributeString(element, "selectkey", "Select"), true);
+ string selectKeyStr = ToolBox.GetAttributeString(element, "selectkey", "Select");
+ selectKeyStr = ToolBox.ConvertInputType(selectKeyStr);
+ SelectKey = (InputType)Enum.Parse(typeof(InputType), selectKeyStr, true);
}
catch (Exception e)
{
@@ -193,7 +195,9 @@ namespace Barotrauma.Items.Components
try
{
- PickKey = (InputType)Enum.Parse(typeof(InputType), ToolBox.GetAttributeString(element, "selectkey", "Select"), true);
+ string pickKeyStr = ToolBox.GetAttributeString(element, "selectkey", "Select");
+ pickKeyStr = ToolBox.ConvertInputType(pickKeyStr);
+ PickKey = (InputType)Enum.Parse(typeof(InputType),pickKeyStr, true);
}
catch (Exception e)
{
diff --git a/Subsurface/Source/Items/Components/Power/PowerTransfer.cs b/Subsurface/Source/Items/Components/Power/PowerTransfer.cs
index 9c3ac914b..22fdcfc64 100644
--- a/Subsurface/Source/Items/Components/Power/PowerTransfer.cs
+++ b/Subsurface/Source/Items/Components/Power/PowerTransfer.cs
@@ -68,7 +68,7 @@ namespace Barotrauma.Items.Components
var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.Position,
baseVel + Rand.Vector(100.0f), 0.0f);
- if (particle != null) particle.Size *= Rand.Range(0.5f,1.0f);
+ if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
}
}
}
diff --git a/Subsurface/Source/Map/Levels/Level.cs b/Subsurface/Source/Map/Levels/Level.cs
index 0c01bc390..7e8eaeab6 100644
--- a/Subsurface/Source/Map/Levels/Level.cs
+++ b/Subsurface/Source/Map/Levels/Level.cs
@@ -33,6 +33,8 @@ namespace Barotrauma
public const int GridCellWidth = 2000;
private List[,] cellGrid;
+ private WrappingWall[,] wrappingWalls;
+
private float shaftHeight;
//List bodies;
@@ -41,7 +43,7 @@ namespace Barotrauma
private static BasicEffect basicEffect;
private VertexPositionTexture[] vertices;
- private VertexBuffer vertexBuffer;
+ //private VertexBuffer vertexBuffer;
private Vector2 startPosition;
private Vector2 endPosition;
@@ -156,16 +158,14 @@ namespace Barotrauma
bodies = new List();
- Random rand = new Random(ToolBox.StringToInt(seed));
+ Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
- float siteVariance = siteInterval * 0.8f;
+ float siteVariance = siteInterval * 0.4f;
for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
{
for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
{
- Vector2 site = new Vector2(
- x + (float)(rand.NextDouble() - 0.5) * siteVariance,
- y + (float)(rand.NextDouble() - 0.5) * siteVariance);
+ Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false);
if (mirror) site.X = borders.Width - site.X;
@@ -232,8 +232,8 @@ namespace Barotrauma
List pathNodes = new List();
- startPosition = new Vector2((int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2));
- endPosition = new Vector2(borders.Width - (int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2));
+ startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
+ endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
pathNodes.Add(new Vector2(startPosition.X, borders.Height));
pathNodes.Add(startPosition);
@@ -245,13 +245,12 @@ namespace Barotrauma
pathNodes.Reverse();
}
- List pathCells = GeneratePath(rand,
- pathNodes, cells, pathBorders, minWidth, 0.3f, mirror, true);
+ List pathCells = GeneratePath(pathNodes, cells, pathBorders, minWidth, 0.3f, mirror, true);
//place some enemy spawnpoints at random points in the path
for (int i = 0; i <3 ; i++ )
{
- Vector2 position = pathCells[rand.Next((int)(pathCells.Count * 0.5f), pathCells.Count - 2)].Center;
+ Vector2 position = pathCells[Rand.Range((int)(pathCells.Count * 0.5f), pathCells.Count - 2, false)].Center;
WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10));
wayPoint.MoveWithLevel = true;
wayPoint.SpawnType = SpawnType.Enemy;
@@ -261,22 +260,22 @@ namespace Barotrauma
endPosition = pathCells[pathCells.Count - 1].Center;
//generate a couple of random paths
- for (int i = 0; i <= rand.Next() % 3; i++)
+ for (int i = 0; i <= Rand.Range(1,4,false); i++)
{
//pathBorders = new Rectangle(
//borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
//borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
- Vector2 start = pathCells[rand.Next(1, pathCells.Count - 2)].Center;
+ Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center;
- float x = pathBorders.X + (float)rand.NextDouble() * (pathBorders.Right - pathBorders.X);
- float y = pathBorders.Y + (float)rand.NextDouble() * (pathBorders.Bottom - pathBorders.Y);
+ float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false);
+ float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false);
if (mirror) x = borders.Width - x;
Vector2 end = new Vector2(x, y);
- var newPathCells = GeneratePath(rand, new List { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
+ var newPathCells = GeneratePath(new List { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
for (int n = 0; n < newPathCells.Count-5; n += 3)
{
@@ -321,26 +320,29 @@ namespace Barotrauma
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
- //for (int i = 0; i < 2; i++)
- //{
- // Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
- // for (int n = -1; n < 2; n += 2)
- // {
- // int cellIndex = FindCellIndex(new Vector2(tunnelStart.X + minWidth * 0.5f * n, tunnelStart.Y), 3);
+ vertices = GeneratePolygons(cells, pathCells);
+
+ wrappingWalls = new WrappingWall[2, 2];
- // foreach (GraphEdge ge in cells[cellIndex].edges)
- // {
- // if (ge.point1.Y > cells[cellIndex].Center.Y) ge.point1.Y = borders.Height + shaftHeight;
- // if (ge.point2.Y > cells[cellIndex].Center.Y) ge.point2.Y = borders.Height + shaftHeight;
- // }
- // }
- //}
+ for (int side = 0; side < 2; side++)
+ {
+ for (int i = 0; i < 2; i++)
+ {
+ wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.7f,
+ (side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
- //startPosition.Y += shaftHeight;
- //endPosition.Y += shaftHeight;
+ wrappingWalls[side, i].Vertices = GeneratePolygons(wrappingWalls[side, i].Cells, new List());
+ }
- GeneratePolygons(cells, pathCells);
+ }
+ for (int side = 0; side < 2; side++)
+ {
+ for (int i = 0; i < 2; i++)
+ {
+ cells.AddRange(wrappingWalls[side, i].Cells);
+ }
+ }
foreach (VoronoiCell cell in cells)
{
@@ -357,8 +359,8 @@ namespace Barotrauma
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
- vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
- vertexBuffer.SetData(vertices);
+ //vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
+ //vertexBuffer.SetData(vertices);
if (mirror)
{
@@ -370,7 +372,7 @@ namespace Barotrauma
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
}
- private List GeneratePath(Random rand, List points, List cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
+ private List GeneratePath(List points, List cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
{
Stopwatch sw2 = new Stopwatch();
sw2.Start();
@@ -390,15 +392,14 @@ namespace Barotrauma
VoronoiCell currentCell = targetCells[0];
pathCells.Add(currentCell);
-int currentTargetIndex = 1;
-
+ int currentTargetIndex = 1;
do
{
int edgeIndex = 0;
//steer towards target
- if (rand.NextDouble() > wanderAmount)
+ if (Rand.Range(0.0f, 1.0f, false) > wanderAmount)
{
for (int i = 0; i < currentCell.edges.Count; i++)
{
@@ -420,11 +421,11 @@ int currentTargetIndex = 1;
}
if (allowedEdges.Count==0)
{
- edgeIndex = rand.Next() % currentCell.edges.Count;
+ edgeIndex = Rand.Int(currentCell.edges.Count, false);
}
else
{
- edgeIndex = rand.Next() % allowedEdges.Count;
+ edgeIndex = Rand.Int(allowedEdges.Count, false);
if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
}
@@ -534,6 +535,7 @@ int currentTargetIndex = 1;
return tooCloseCells;
}
+
///
/// remove all cells except those that are adjacent to the empty cells
///
@@ -579,13 +581,12 @@ int currentTargetIndex = 1;
}
}
}
-
-
-
+
return cells.IndexOf(closestCell);
}
- private void GeneratePolygons(List cells, List emptyCells)
+
+ private VertexPositionTexture[] GeneratePolygons(List cells, List emptyCells)
{
List verticeList = new List();
//bodies = new List();
@@ -606,7 +607,7 @@ int currentTargetIndex = 1;
if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
VoronoiCell adjacentCell = ge.AdjacentCell(cell);
- if (!emptyCells.Contains(adjacentCell)) continue;
+ if (adjacentCell!=null && !emptyCells.Contains(adjacentCell)) continue;
ge.isSolid = true;
@@ -680,7 +681,7 @@ int currentTargetIndex = 1;
bodies.Add(shaftBody);
}
- vertices = verticeList.ToArray();
+ return verticeList.ToArray();
}
public void SetPosition(Vector2 pos)
@@ -715,6 +716,8 @@ int currentTargetIndex = 1;
item.SetTransform(item.SimPosition+amount, item.body.Rotation);
}
}
+
+ //WrappingWall.UpdateWallShift(Position, wrappingWalls);
}
Vector2 prevVelocity;
@@ -748,6 +751,8 @@ int currentTargetIndex = 1;
AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
prevVelocity = simVelocity;
+
+ WrappingWall.UpdateWallShift(-Position, wrappingWalls);
}
public static void AfterWorldStep()
@@ -802,38 +807,7 @@ int currentTargetIndex = 1;
System.Diagnostics.Debug.WriteLine("pos: " + Position);
}
-
- Vector2 observerPosition;
- public void SetObserverPosition(Vector2 position)
- {
- //observerPosition = position - this.Position;
- //int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
- //int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
- //int searchOffset = 2;
-
- //int startX = Math.Max(gridPosX - searchOffset, 0);
- //int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
-
- //int startY = Math.Max(gridPosY - searchOffset, 0);
- //int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
-
- //for (int x = 0; x < cellGrid.GetLength(0); x++)
- //{
- // for (int y = 0; y < cellGrid.GetLength(1); y++)
- // {
- // for (int i = 0; i < cellGrid[x, y].Count; i++)
- // {
- // //foreach (Body b in cellGrid[x, y][i].bodies)
- // //{
- // if (cellGrid[x, y][i].body == null) continue;
- // cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
- // //}
- // }
- // }
- //}
- }
-
-
+
public void Draw(SpriteBatch spriteBatch)
{
Vector2 pos = endPosition;
@@ -937,6 +911,22 @@ int currentTargetIndex = 1;
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
+
+
+ for (int side = 0; side < 2; side++)
+ {
+ for (int i = 0; i < 2; i++)
+ {
+ basicEffect.World = Matrix.CreateTranslation(new Vector3(Position + wrappingWalls[side, i].Offset, 0.0f)) * cam.ShaderTransform
+ * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
+
+ basicEffect.CurrentTechnique.Passes[0].Apply();
+
+ graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList,
+ wrappingWalls[side, i].Vertices, 0, (int)Math.Floor(wrappingWalls[side, i].Vertices.Length / 3.0f));
+
+ }
+ }
}
private void Unload()
@@ -961,8 +951,8 @@ int currentTargetIndex = 1;
bodies.Clear();
bodies = null;
- vertexBuffer.Dispose();
- vertexBuffer = null;
+ //vertexBuffer.Dispose();
+ //vertexBuffer = null;
}
}
diff --git a/Subsurface/Source/Map/Levels/VoronoiElements.cs b/Subsurface/Source/Map/Levels/VoronoiElements.cs
index 5b96a33fe..af7980910 100644
--- a/Subsurface/Source/Map/Levels/VoronoiElements.cs
+++ b/Subsurface/Source/Map/Levels/VoronoiElements.cs
@@ -78,6 +78,11 @@ namespace Voronoi2
{
public Point coord;
public int sitenbr;
+
+ public void SetPoint(Vector2 point)
+ {
+ coord.setPoint(point.X, point.Y);
+ }
public Site ()
{
@@ -130,6 +135,32 @@ namespace Voronoi2
get { return new Vector2((float)site.coord.x, (float)site.coord.y); }
}
+ public VoronoiCell(Vector2[] vertices)
+ {
+ edges = new List();
+ bodyVertices = new List();
+
+ Vector2 midPoint = Vector2.Zero;
+ foreach (Vector2 vertex in vertices)
+ {
+ midPoint += vertex;
+ }
+ midPoint /= vertices.Length;
+
+
+ for (int i = 1; i < vertices.Length; i++ )
+ {
+ GraphEdge ge = new GraphEdge();
+ ge.point1 = vertices[i-1];
+ ge.point2 = vertices[i];
+
+ edges.Add(ge);
+ }
+
+ site = new Site();
+ site.SetPoint(midPoint);
+ }
+
public VoronoiCell(Site site)
{
edges = new List();
diff --git a/Subsurface/Source/Map/Levels/WrappingWall.cs b/Subsurface/Source/Map/Levels/WrappingWall.cs
new file mode 100644
index 000000000..d7050abc5
--- /dev/null
+++ b/Subsurface/Source/Map/Levels/WrappingWall.cs
@@ -0,0 +1,147 @@
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Linq;
+using System.Text;
+using Voronoi2;
+
+namespace Barotrauma
+{
+ class WrappingWall
+ {
+
+ const float wallWidth = 10000.0f;
+
+ public VertexPositionTexture[] Vertices;
+
+ private Vector2 midPos;
+ private int slot;
+
+ private Vector2 offset;
+
+ private List cells;
+
+ public Vector2 Offset
+ {
+ get { return offset; }
+ }
+
+ public List Cells
+ {
+ get { return cells; }
+ }
+
+ public WrappingWall(List pathCells, List mapCells, float maxY, int dir = -1)
+ {
+ cells = new List();
+
+ VoronoiCell lowestPathCell = null;
+ foreach (VoronoiCell pathCell in pathCells)
+ {
+ if (lowestPathCell == null || pathCell.Center.Y < lowestPathCell.Center.Y)
+ {
+ lowestPathCell = pathCell;
+ }
+ }
+
+ float bottomY = Math.Max(lowestPathCell.Center.Y, maxY);
+
+ VoronoiCell edgeCell = null;
+ foreach (VoronoiCell cell in mapCells)
+ {
+ if (cell.Center.Y > bottomY) continue;
+ if (edgeCell == null
+ || (dir < 0 && cell.Center.X < edgeCell.Center.X)
+ || (dir > 0 && cell.Center.X > edgeCell.Center.X))
+ {
+ edgeCell = cell;
+ }
+ }
+
+ Vector2 wallSectionSize = new Vector2(2000.0f, 2000.0f);
+ Vector2 startPos = (dir < 0) ?
+ edgeCell.Center + Vector2.UnitX * wallWidth * dir :
+ edgeCell.Center + wallWidth * Vector2.UnitX * (dir - 1);
+
+ midPos = startPos + Vector2.UnitX * wallWidth/2;
+
+ List bottomVertices = new List();
+
+ for (float x = 0; x <= wallWidth; x += wallSectionSize.X)
+ {
+ Vector2 center = new Vector2(startPos.X + x, edgeCell.Center.Y);
+ float distFromCenter = Math.Abs(x - wallWidth / 2);
+ float distFromEdge = wallWidth / 2 - distFromCenter;
+ float normalizedDist = distFromEdge / (wallWidth / 2);
+
+ float variance = 1000.0f * normalizedDist;
+ bottomVertices.Add(center + new Vector2(Rand.Range(-variance, variance, false), Rand.Range(-variance, variance, false)*5.0f));
+ }
+
+ for (int i = 1; i < bottomVertices.Count; i++)
+ {
+ Vector2[] vertices = new Vector2[4];
+ vertices[0] = bottomVertices[i];
+ vertices[1] = bottomVertices[i - 1];
+ vertices[2] = vertices[1] + Vector2.UnitY * wallSectionSize.Y;
+ vertices[3] = vertices[0] + Vector2.UnitY * wallSectionSize.Y;
+
+ VoronoiCell wallCell = new VoronoiCell(vertices);
+ cells.Add(wallCell);
+ }
+
+ //for (float x = 0; x<=wallWidth; x+=wallSectionSize.X)
+ //{
+ // Vector2 center = new Vector2(startPos.X+x, edgeCell.Center.Y);
+
+ // Vector2[] vertices = new Vector2[4];
+ // vertices[0] = center - wallSectionSize / 2;
+ // vertices[2] = center + wallSectionSize / 2;
+ // vertices[1] = new Vector2(vertices[2].X, vertices[0].Y);
+ // vertices[3] = new Vector2(vertices[0].X, vertices[2].Y);
+
+ // VoronoiCell wallCell = new VoronoiCell(vertices);
+ // wallCells.Add(wallCell);
+ //}
+
+ }
+
+
+ public static void UpdateWallShift(Vector2 pos, WrappingWall[,] walls)
+ {
+ if (pos.X < walls[0, 1].midPos.X && walls[0,0].midPos.X > pos.X)
+ {
+ walls[0, 0].Shift(-2);
+
+ var temp = walls[0, 0];
+ walls[0, 0] = walls[0, 1];
+ walls[0, 1] = temp;
+ }
+ else if (pos.X > walls[0, 0].midPos.X && walls[0,1].midPos.X < pos.X && walls[0,1].slot<0)
+ {
+ walls[0, 1].Shift(2);
+
+ var temp = walls[0, 0];
+ walls[0, 0] = walls[0, 1];
+ walls[0, 1] = temp;
+ }
+ }
+
+ public void Shift(int amount)
+ {
+ slot += amount;
+
+ Vector2 moveAmount = Vector2.UnitX * wallWidth * amount;
+ foreach (VoronoiCell cell in cells)
+ {
+ cell.body.SetTransform(cell.body.Position + moveAmount, 0.0f);
+ }
+
+ midPos += moveAmount;
+ offset += moveAmount;
+
+ }
+ }
+}
diff --git a/Subsurface/Source/Map/Map.cs b/Subsurface/Source/Map/Map.cs
index f23ab45c2..1871beac9 100644
--- a/Subsurface/Source/Map/Map.cs
+++ b/Subsurface/Source/Map/Map.cs
@@ -118,7 +118,7 @@ namespace Barotrauma
Vector2[] points = new Vector2[] { edge.point1, edge.point2 };
- int positionIndex = Rand.Int(1,false);
+ int positionIndex = Rand.Int(1, false);
Vector2 position = points[positionIndex];
if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) position = points[1 - positionIndex];
diff --git a/Subsurface/Source/Networking/GameServer.cs b/Subsurface/Source/Networking/GameServer.cs
index a93011746..4f5918815 100644
--- a/Subsurface/Source/Networking/GameServer.cs
+++ b/Subsurface/Source/Networking/GameServer.cs
@@ -223,8 +223,8 @@ namespace Barotrauma.Networking
connectedClients.Find(c => c.character != null && !c.character.IsDead)==null &&
(myCharacter == null || myCharacter.IsDead))
{
- EndButtonHit(null, null);
AutoRestartTimer = 20.0f;
+ EndButtonHit(null, null);
UpdateNetLobby(null,null);
return;
}
diff --git a/Subsurface/Source/Screens/GameScreen.cs b/Subsurface/Source/Screens/GameScreen.cs
index 102f35380..fb6c3acf0 100644
--- a/Subsurface/Source/Screens/GameScreen.cs
+++ b/Subsurface/Source/Screens/GameScreen.cs
@@ -292,7 +292,7 @@ namespace Barotrauma
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
GameMain.GameSession.Level.Render(graphics, cam);
- GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
+ //GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
//----------------------------------------------------------------------------------------
diff --git a/Subsurface/Source/Screens/NetLobbyScreen.cs b/Subsurface/Source/Screens/NetLobbyScreen.cs
index aa7ac5d7a..c20f4216b 100644
--- a/Subsurface/Source/Screens/NetLobbyScreen.cs
+++ b/Subsurface/Source/Screens/NetLobbyScreen.cs
@@ -339,10 +339,10 @@ namespace Barotrauma
playerName.Text = characterInfo.Name;
playerName.OnEnterPressed += ChangeCharacterName;
- GUIButton toggleHead = new GUIButton(new Rectangle(00, 50, 20, 20), "<", GUI.Style, myPlayerFrame);
+ GUIButton toggleHead = new GUIButton(new Rectangle(0, 50, 20, 20), "<", GUI.Style, myPlayerFrame);
toggleHead.UserData = -1;
toggleHead.OnClicked = ToggleHead;
- toggleHead = new GUIButton(new Rectangle(40, 50, 20, 20), ">", GUI.Style, myPlayerFrame);
+ toggleHead = new GUIButton(new Rectangle(60, 50, 20, 20), ">", GUI.Style, myPlayerFrame);
toggleHead.UserData = 1;
toggleHead.OnClicked = ToggleHead;
diff --git a/Subsurface/Source/Screens/NetLobbySettings.cs b/Subsurface/Source/Screens/NetLobbySettings.cs
index 85b954910..91b21bff6 100644
--- a/Subsurface/Source/Screens/NetLobbySettings.cs
+++ b/Subsurface/Source/Screens/NetLobbySettings.cs
@@ -93,6 +93,9 @@ namespace Barotrauma.Networking
selectionTick.OnSelected = SwitchModeSelection;
selectionTick.UserData = (SelectionMode)i;
}
+
+ var closeButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Close", Alignment.BottomRight, GUI.Style, innerFrame);
+ closeButton.OnClicked = ToggleSettingsFrame;
}
private bool SwitchSubSelection(GUITickBox tickBox)
diff --git a/Subsurface/Source/Utils/ToolBox.cs b/Subsurface/Source/Utils/ToolBox.cs
index fffb718f4..ea76459eb 100644
--- a/Subsurface/Source/Utils/ToolBox.cs
+++ b/Subsurface/Source/Utils/ToolBox.cs
@@ -312,6 +312,16 @@ namespace Barotrauma
return BitConverter.ToInt32(asciiBytes, 0);
}
+ ///
+ /// a method for changing inputtypes with old names to the new ones to ensure backwards compatibility with older subs
+ ///
+ public static string ConvertInputType(string inputType)
+ {
+ if (inputType == "ActionHit" || inputType == "Action") return "Use";
+ if (inputType == "SecondarHit" || inputType == "Secondary") return "Aim";
+
+ return inputType;
+ }
public static string WrapText(string text, float lineLength, SpriteFont font)
{
diff --git a/Subsurface_Solution.v12.suo b/Subsurface_Solution.v12.suo
index 5dd7e7f11..90718df32 100644
Binary files a/Subsurface_Solution.v12.suo and b/Subsurface_Solution.v12.suo differ