- 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
This commit is contained in:
@@ -148,6 +148,7 @@
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<Compile Include="Source\Map\TransitionCinematic.cs" />
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<Compile Include="Source\Map\TransitionCinematic.cs" />
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<Compile Include="Source\Networking\BanList.cs" />
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<Compile Include="Source\Networking\BanList.cs" />
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<Compile Include="Source\Networking\ChatMessage.cs" />
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<Compile Include="Source\Networking\ChatMessage.cs" />
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<Compile Include="Source\Networking\Client.cs" />
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<Compile Include="Source\Networking\FileStreamReceiver.cs" />
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<Compile Include="Source\Networking\FileStreamReceiver.cs" />
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<Compile Include="Source\Networking\FileStreamSender.cs" />
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<Compile Include="Source\Networking\FileStreamSender.cs" />
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<Compile Include="Source\Networking\GameServerLogin.cs" />
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<Compile Include="Source\Networking\GameServerLogin.cs" />
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@@ -991,6 +992,9 @@
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<Content Include="README.txt">
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<Content Include="README.txt">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</Content>
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<Content Include="wrap_oal.dll">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<WCFMetadata Include="Service References\" />
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<WCFMetadata Include="Service References\" />
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@@ -79,7 +79,7 @@
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<Skill name="Weapons" level="10,20"/>
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<Skill name="Weapons" level="10,20"/>
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<Skill name="Construction" level="10,20"/>
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<Skill name="Construction" level="10,20"/>
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<Skill name="Electrical Engineering" level="10,20"/>
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<Skill name="Electrical Engineering" level="10,20"/>
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<Skill name="Medical" level="55,70"/>
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<Skill name="Medical" level="60,70"/>
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</Skills>
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</Skills>
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<Items>
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<Items>
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<Item name="ID Card"/>
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<Item name="ID Card"/>
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@@ -82,7 +82,7 @@ namespace Barotrauma
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default:
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default:
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SlotPositions[i] = new Vector2(
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SlotPositions[i] = new Vector2(
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spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 6)%5),
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spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 6)%5),
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GameMain.GraphicsHeight - (spacing + rectHeight) * ((i>10) ? 1 : 2));
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GameMain.GraphicsHeight - (spacing + rectHeight) * ((i>10) ? 2 : 1));
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break;
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break;
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}
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}
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}
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}
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@@ -132,10 +132,17 @@ namespace Barotrauma.Lights
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light.Draw(spriteBatch);
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light.Draw(spriteBatch);
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}
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}
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if (Character.Controlled != null && Character.Controlled.ClosestItem != null)
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if (Character.Controlled != null)
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{
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{
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Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
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if (Character.Controlled.ClosestItem != null)
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Character.Controlled.ClosestItem.IsHighlighted = true;
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{
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Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
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Character.Controlled.ClosestItem.IsHighlighted = true;
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}
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else if (Character.Controlled.ClosestCharacter != null)
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{
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Character.Controlled.ClosestCharacter.Draw(spriteBatch);
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}
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}
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}
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spriteBatch.End();
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spriteBatch.End();
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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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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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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 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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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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{
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bool myCharacter = i >= clients.Count;
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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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if (myCharacter)
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{
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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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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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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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{
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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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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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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@@ -453,7 +456,7 @@ namespace Barotrauma.Networking
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spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));
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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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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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}
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