v1.4.4.1 (Blood in the Water Update)
This commit is contained in:
@@ -188,9 +188,9 @@ namespace Barotrauma.Tutorials
|
||||
var door = item.GetComponent<Door>();
|
||||
if (door != null)
|
||||
{
|
||||
if (door.requiredItems.Values.None(ris => ris.None(ri => ri.Identifiers.None(i => i == "locked"))))
|
||||
if (door.RequiredItems.Values.None(ris => ris.None(ri => ri.Identifiers.None(i => i == "locked"))))
|
||||
{
|
||||
door.requiredItems.Clear();
|
||||
door.RequiredItems.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -262,7 +262,7 @@ namespace Barotrauma.Tutorials
|
||||
yield return CoroutineStatus.Failure;
|
||||
}
|
||||
|
||||
if (eventPrefab.CreateInstance() is Event eventInstance)
|
||||
if (eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed) is Event eventInstance)
|
||||
{
|
||||
GameMain.GameSession.EventManager.QueuedEvents.Enqueue(eventInstance);
|
||||
while (!eventInstance.IsFinished)
|
||||
|
||||
Reference in New Issue
Block a user