v1.0.13.1 (first post-1.0 patch)

This commit is contained in:
Regalis11
2023-05-10 15:07:17 +03:00
parent 96fb49ba14
commit ee1db852b1
272 changed files with 5738 additions and 2413 deletions
@@ -306,7 +306,7 @@ namespace Barotrauma
}
idOffset = moduleEntities.Max(e => e.ID) + 1;
var wallEntities = moduleEntities.Where(e => e is Structure).Cast<Structure>();
var wallEntities = moduleEntities.Where(e => e is Structure s && s.HasBody).Cast<Structure>();
var hullEntities = moduleEntities.Where(e => e is Hull).Cast<Hull>();
// Tell the hulls what tags the module has, used to spawn NPCs on specific rooms
@@ -1440,27 +1440,7 @@ namespace Barotrauma
private static void EnableFactionSpecificEntities(Submarine sub, Location location)
{
foreach (MapEntity me in MapEntity.mapEntityList)
{
if (string.IsNullOrEmpty(me.Layer) || me.Submarine != sub) { continue; }
var layerAsIdentifier = me.Layer.ToIdentifier();
if (FactionPrefab.Prefabs.ContainsKey(layerAsIdentifier))
{
me.HiddenInGame =
location?.Faction?.Prefab != FactionPrefab.Prefabs[layerAsIdentifier];
#if CLIENT
//normally this is handled in LightComponent.OnMapLoaded, but this method is called after that
if (me.HiddenInGame && me is Item item)
{
foreach (var lightComponent in item.GetComponents<LightComponent>())
{
lightComponent.Light.Enabled = false;
}
}
#endif
}
}
sub.EnableFactionSpecificEntities(location?.Faction?.Prefab.Identifier ?? Identifier.Empty);
}
private static void LockUnusedDoors(IEnumerable<PlacedModule> placedModules, Dictionary<PlacedModule, List<MapEntity>> entities, bool removeUnusedGaps)