- npcs wont try grab items from other characters' inventories
- fixed lightcomponent LightSprites "twitching" when the sub is moving - fixed null reference exceptions in Hull.Render if no submarine has been loaded - submarine descriptions - emergency sirens in Aegir & Vellamo - changed the required item for fabricating a wire from "Copper" to "Copper Bar"
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@@ -111,7 +111,6 @@ namespace Barotrauma
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for (int i = 0; i < 5 && currSearchIndex < Item.ItemList.Count - 2; i++)
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{
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currSearchIndex++;
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var item = Item.ItemList[currSearchIndex];
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@@ -119,8 +118,16 @@ namespace Barotrauma
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if (item.CurrentHull == null || item.Condition <= 0.0f) continue;
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if (IgnoreContainedItems && item.Container != null) continue;
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if (item.Name != itemName && !item.HasTag(itemName)) continue;
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//if the item is inside a character's inventory, don't steal it
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if (item.ParentInventory is CharacterInventory) continue;
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//if the item is inside an item, which is inside a character's inventory, don't steal it
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if (item.ParentInventory != null && item.ParentInventory.Owner is Item)
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{
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if (((Item)item.ParentInventory.Owner).ParentInventory is CharacterInventory) continue;
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}
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//ignore if item is further away than the currently targeted item
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Item rootContainer = item.GetRootContainer();
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if (moveToTarget != null && Vector2.DistanceSquared((rootContainer ?? item).Position, character.Position) > currDist) continue;
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@@ -756,7 +756,7 @@ namespace Barotrauma
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if (torso == null) return null;
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Vector2 pos = (torso.body.TargetPosition != Vector2.Zero) ? torso.body.TargetPosition : torso.SimPosition;
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Vector2 pickPos = selectedConstruction == null ? mouseSimPos : ConvertUnits.ToSimUnits(selectedConstruction.WorldPosition);
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Vector2 pickPos = mouseSimPos;
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if (Submarine != null)
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{
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@@ -764,6 +764,8 @@ namespace Barotrauma
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pickPos += Submarine.SimPosition;
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}
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if (selectedConstruction != null) pickPos = ConvertUnits.ToSimUnits(selectedConstruction.WorldPosition);
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return Item.FindPickable(pos, pickPos, AnimController.CurrentHull, selectedItems);
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}
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