- camera follows the closest sub

- WIP "respawn shuttle"
- submarine size affects its mass
- electricity fixes
This commit is contained in:
Regalis
2016-06-18 14:46:40 +03:00
parent cf822cfae6
commit dc7956274c
23 changed files with 413 additions and 99 deletions

View File

@@ -282,6 +282,8 @@ namespace Barotrauma.Networking
{
inGameHUD.Update((float)Physics.step);
respawnManager.Update(deltaTime);
bool isCrewDead =
connectedClients.Find(c => c.Character != null && !c.Character.IsDead)==null &&
(myCharacter == null || myCharacter.IsDead);
@@ -949,6 +951,8 @@ namespace Barotrauma.Networking
GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
respawnManager = new RespawnManager(this);
yield return CoroutineStatus.Running;
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
@@ -972,7 +976,7 @@ namespace Barotrauma.Networking
characterInfos.Add(characterInfo);
}
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
for (int i = 0; i < connectedClients.Count; i++)
{
@@ -1140,6 +1144,14 @@ namespace Barotrauma.Networking
}
public void RespawnClients()
{
NetOutgoingMessage msg = server.CreateMessage();
respawnManager.WriteNetworkEvent(msg);
SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
private void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "")
{
Client client = connectedClients.Find(x => x.Connection == senderConnection);
@@ -1611,7 +1623,7 @@ namespace Barotrauma.Networking
}
}
private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
public void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
{
message.Write(name);
message.Write(character.ID);