- included wrap_oal.dll in the build (may help with the OpenAL exceptions?)
- medics always have a high enough medical skill to fabricate any drug - respawned characters get the same ID card tags they would've gotten if they had spawned inside the main sub - highlighted characters glow in the dark
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@@ -398,7 +398,11 @@ namespace Barotrauma.Networking
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List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
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if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
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var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
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//the spawnpoints where the characters will spawn
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var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
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//the spawnpoints where they would spawn if they were spawned inside the main sub
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//(in order to give them appropriate ID card tags)
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var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
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ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
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@@ -411,7 +415,7 @@ namespace Barotrauma.Networking
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{
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bool myCharacter = i >= clients.Count;
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var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, !myCharacter, false);
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, !myCharacter, false);
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if (myCharacter)
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{
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@@ -426,11 +430,10 @@ namespace Barotrauma.Networking
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spawnedCharacters.Add(character);
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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@@ -452,8 +455,8 @@ namespace Barotrauma.Networking
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}
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spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));
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character.GiveJobItems(waypoints[i]);
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character.GiveJobItems(mainSubSpawnPoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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