- 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:
Joonas Rikkonen
2017-09-19 22:05:42 +03:00
parent e26600d088
commit f291a22976
12 changed files with 207 additions and 168 deletions
@@ -190,17 +190,6 @@ namespace Barotrauma.Networking
}
FinishUPnP();
#if CLIENT
if (server.UPnP.Status == UPnPStatus.NotAvailable)
{
new GUIMessageBox("Error", "UPnP not available");
}
else if (server.UPnP.Status == UPnPStatus.Discovering)
{
new GUIMessageBox("Error", "UPnP discovery timed out");
}
#endif
}
if (isPublic)
@@ -376,9 +365,9 @@ namespace Barotrauma.Networking
(myCharacter == null || myCharacter.IsDead || myCharacter.IsUnconscious);
//restart if all characters are dead or submarine is at the end of the level
if ((autoRestart && isCrewDead)
||
(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1]==null))
if ((autoRestart && isCrewDead)
||
(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1] == null))
{
if (AutoRestart && isCrewDead)
{