(4e7f7d0a7) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -564,6 +564,9 @@ namespace Barotrauma
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MapEntityPrefab.Selected = null;
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saveFrame = null;
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loadFrame = null;
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MapEntity.DeselectAll();
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MapEntity.SelectionGroups.Clear();
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@@ -804,6 +804,11 @@ namespace Barotrauma
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var newItem = Item.Load(itemElement, inventory.Owner.Submarine, createNetworkEvent: true);
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if (newItem == null) { continue; }
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if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition))
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{
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GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
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}
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int[] slotIndices = itemElement.GetAttributeIntArray("i", new int[] { 0 });
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if (!slotIndices.Any())
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{
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@@ -118,8 +118,13 @@ namespace Barotrauma
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{
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allowedMissions.RemoveAll(m => !m.IsAllowed(locations[0], locations[1]));
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}
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if (allowedMissions.Count == 0)
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{
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return null;
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}
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int probabilitySum = allowedMissions.Sum(m => m.Commonness);
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int probabilitySum = allowedMissions.Sum(m => m.Commonness);
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int randomNumber = rand.NextInt32() % probabilitySum;
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foreach (MissionPrefab missionPrefab in allowedMissions)
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{
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@@ -534,7 +534,6 @@ namespace Barotrauma.Items.Components
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GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return 0.0f;
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}
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float average = skillSuccessSum / requiredSkills.Count;
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float skillSuccessSum = 0.0f;
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for (int i = 0; i < requiredSkills.Count; i++)
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@@ -209,9 +209,9 @@ namespace Barotrauma.Items.Components
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Charge -= CurrPowerOutput / 3600.0f;
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}
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item.SendSignal(0, Charge.ToString(), "charge", null);
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item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
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item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
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item.SendSignal(0, ((int)Charge).ToString(), "charge", null);
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item.SendSignal(0, ((int)((Charge / capacity) * 100)).ToString(), "charge_%", null);
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item.SendSignal(0, ((int)((RechargeSpeed / maxRechargeSpeed) * 100)).ToString(), "charge_rate", null);
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foreach (Pair<Powered, Connection> connected in directlyConnected)
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{
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