MonsterEvents and ArtifactEvents spawn the monsters/items during initialization instead of waiting for the round to start (prevents entity ID mismatches if a client starts the event before receiving a message about something the server has spawned)

This commit is contained in:
Regalis
2017-01-01 23:14:24 +02:00
parent 1bba276949
commit e358ea9917
7 changed files with 10 additions and 105 deletions
+1 -29
View File
@@ -78,35 +78,7 @@ namespace Barotrauma
}
}
public void TaskStarted(Task task)
{
//Color color = Color.Red;
//int width = 250;
//if (task.Priority < 30.0f)
//{
// width = 200;
// color = Color.Yellow;
//}
//else if (task.Priority < 60)
//{
// width = 220;
// color = Color.Orange;
//}
//GUIFrame frame = new GUIFrame(new Rectangle(0,0,width,40), Color.Transparent, Alignment.Right, null, taskListBox);
//frame.UserData = task;
//frame.Padding = new Vector4(0.0f, 5.0f, 5.0f, 5.0f);
//GUIFrame colorFrame = new GUIFrame(new Rectangle(0, 0, 0, 0), color * 0.5f, Alignment.Right, null, frame);
//GUITextBlock textBlock = new GUITextBlock(new Rectangle(5, 5, 0, 20), task.Name, Color.Transparent, Color.Black, Alignment.Right, null, colorFrame);
//textBlock.Padding = new Vector4(10.0f, 10.0f, 0.0f, 0.0f);
//colorFrame.AddChild(textBlock);
//taskListBox.children.Sort((x, y) => ((Task)y.UserData).Priority.CompareTo(((Task)x.UserData).Priority));
}
public void TaskFinished(Task task)
{