v1.4.4.1 (Blood in the Water Update)
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@@ -42,6 +42,15 @@ namespace Barotrauma
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foreach (Submarine submarine in Submarine.Loaded)
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{
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submarine.NeutralizeBallast();
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//normally the body would be made static during level generation,
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//but in the test mode we load the outpost/wreck/beacon as if it was a normal sub and need to do this manually
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if (submarine.Info.Type == SubmarineType.Outpost ||
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submarine.Info.Type == SubmarineType.OutpostModule ||
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submarine.Info.Type == SubmarineType.Wreck ||
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submarine.Info.Type == SubmarineType.BeaconStation)
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{
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submarine.PhysicsBody.BodyType = FarseerPhysics.BodyType.Static;
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}
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}
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if (SpawnOutpost)
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@@ -51,14 +60,14 @@ namespace Barotrauma
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if (TriggeredEvent != null)
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{
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scriptedEvent = new List<Event> { TriggeredEvent.CreateInstance() };
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scriptedEvent = new List<Event> { TriggeredEvent.CreateInstance(GameMain.GameSession.EventManager.RandomSeed) };
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GameMain.GameSession.EventManager.PinnedEvent = scriptedEvent.Last();
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createEventButton = new GUIButton(new RectTransform(new Point(128, 64), GUI.Canvas, Anchor.TopCenter) { ScreenSpaceOffset = new Point(0, 32) }, TextManager.Get("create"))
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{
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OnClicked = delegate
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{
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scriptedEvent.Add(TriggeredEvent.CreateInstance());
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scriptedEvent.Add(TriggeredEvent.CreateInstance(GameMain.GameSession.EventManager.RandomSeed));
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GameMain.GameSession.EventManager.PinnedEvent = scriptedEvent.Last();
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return true;
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}
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