v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -42,6 +42,15 @@ namespace Barotrauma
foreach (Submarine submarine in Submarine.Loaded)
{
submarine.NeutralizeBallast();
//normally the body would be made static during level generation,
//but in the test mode we load the outpost/wreck/beacon as if it was a normal sub and need to do this manually
if (submarine.Info.Type == SubmarineType.Outpost ||
submarine.Info.Type == SubmarineType.OutpostModule ||
submarine.Info.Type == SubmarineType.Wreck ||
submarine.Info.Type == SubmarineType.BeaconStation)
{
submarine.PhysicsBody.BodyType = FarseerPhysics.BodyType.Static;
}
}
if (SpawnOutpost)
@@ -51,14 +60,14 @@ namespace Barotrauma
if (TriggeredEvent != null)
{
scriptedEvent = new List<Event> { TriggeredEvent.CreateInstance() };
scriptedEvent = new List<Event> { TriggeredEvent.CreateInstance(GameMain.GameSession.EventManager.RandomSeed) };
GameMain.GameSession.EventManager.PinnedEvent = scriptedEvent.Last();
createEventButton = new GUIButton(new RectTransform(new Point(128, 64), GUI.Canvas, Anchor.TopCenter) { ScreenSpaceOffset = new Point(0, 32) }, TextManager.Get("create"))
{
OnClicked = delegate
{
scriptedEvent.Add(TriggeredEvent.CreateInstance());
scriptedEvent.Add(TriggeredEvent.CreateInstance(GameMain.GameSession.EventManager.RandomSeed));
GameMain.GameSession.EventManager.PinnedEvent = scriptedEvent.Last();
return true;
}