Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts: # Subsurface/Properties/AssemblyInfo.cs # Subsurface/Source/Characters/AI/EnemyAIController.cs # Subsurface/Source/Characters/AICharacter.cs # Subsurface/Source/Characters/Character.cs # Subsurface/Source/Items/Components/Signal/Connection.cs # Subsurface/Source/Items/Item.cs # Subsurface/Source/Map/Structure.cs # Subsurface/Source/Networking/GameClient.cs # Subsurface/Source/Networking/GameServer.cs # Subsurface/Source/Screens/NetLobbyScreen.cs
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@@ -237,7 +237,7 @@ namespace Barotrauma
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(40, 0, 0, 25),
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character.Info.Name + " (" + character.Info.Job.Name + ")",
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ToolBox.LimitString(character.Info.Name + " (" + character.Info.Job.Name + ")", GUI.Font, frame.Rect.Width-20),
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Color.Transparent, Color.White,
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Alignment.Left, Alignment.Left,
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null, frame);
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@@ -261,7 +261,6 @@ namespace Barotrauma
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{
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if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
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{
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Submarine oldMainSub = Submarine.MainSub;
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Submarine.MainSub = leavingSub;
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GameMain.GameSession.Submarine = leavingSub;
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@@ -283,7 +283,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
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while (Submarine.MainSub.WorldPosition.Y > 31900.0f)
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while (Submarine.MainSub.WorldPosition.Y > 36500.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -144,7 +144,17 @@ namespace Barotrauma
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{
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dummyLocations = new Location[2];
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MTRandom rand = new MTRandom(ToolBox.StringToInt(GameMain.NetLobbyScreen.LevelSeed));
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string seed = "";
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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seed = GameMain.GameSession.Level.Seed;
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}
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else if (GameMain.NetLobbyScreen != null)
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{
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seed = GameMain.NetLobbyScreen.LevelSeed;
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}
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MTRandom rand = new MTRandom(ToolBox.StringToInt(seed));
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for (int i = 0; i < 2; i++)
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{
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dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f));
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