- Autorestart works in campaign mode.
- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?) - Reverting to the previous save if the entire crew is dead works correctly now. - Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
This commit is contained in:
@@ -219,8 +219,13 @@ namespace Barotrauma
|
||||
summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
|
||||
|
||||
var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
|
||||
okButton.OnClicked += GameMain.GameSession.LoadPrevious;
|
||||
okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
|
||||
okButton.OnClicked += (GUIButton button, object obj) =>
|
||||
{
|
||||
GameMain.GameSession.LoadPrevious();
|
||||
GameMain.LobbyScreen.Select();
|
||||
GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox);
|
||||
return true;
|
||||
};
|
||||
|
||||
var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
|
||||
quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
|
||||
@@ -322,7 +327,7 @@ namespace Barotrauma
|
||||
GameMain.GameSession.CrewManager = new CrewManager(subElement);
|
||||
break;
|
||||
case "map":
|
||||
campaign.map = Map.Load(subElement);
|
||||
campaign.map = Map.LoadNew(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user