(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -268,7 +268,26 @@ namespace Barotrauma
{
if (Config.KillAgentsWhenEntityDies)
{
protectiveCells.ForEach(c => c.Kill(CauseOfDeathType.Unknown, null, isNetworkMessage: true));
protectiveCells.ForEach(c => c.Kill(CauseOfDeathType.Unknown, null));
if (!string.IsNullOrWhiteSpace(Config.OffensiveAgent))
{
foreach (var character in Character.CharacterList)
{
// Kills ALL offensive agents that are near the thalamus. Not the ideal solution,
// but as long as spawning is handled via status effects, I don't know if there is any better way.
// In practice there shouldn't be terminal cells from different thalamus organisms at the same time.
// And if there was, the distance check should prevent killing the agents of a different organism.
if (character.SpeciesName.Equals(Config.OffensiveAgent, StringComparison.OrdinalIgnoreCase))
{
// Sonar distance is used also for wreck positioning. No wreck should be closer to each other than this.
float maxDistance = Sonar.DefaultSonarRange;
if (Vector2.DistanceSquared(character.WorldPosition, Wreck.WorldPosition) < maxDistance * maxDistance)
{
character.Kill(CauseOfDeathType.Unknown, null);
}
}
}
}
}
}
}
@@ -18,6 +18,9 @@ namespace Barotrauma
[Serialize("", false)]
public string DefensiveAgent { get; private set; }
[Serialize("", false)]
public string OffensiveAgent { get; private set; }
[Serialize("", false)]
public string Brain { get; private set; }