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
@@ -6,6 +6,9 @@ using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Spawns an entity (e.g. item, NPC, monster).
/// </summary>
class SpawnAction : EventAction
{
public enum SpawnLocationType
@@ -41,16 +44,16 @@ namespace Barotrauma
[Serialize("", IsPropertySaveable.Yes, description: "Tag of an entity with an inventory to spawn the item into.")]
public Identifier TargetInventory { get; set; }
[Serialize(SpawnLocationType.Any, IsPropertySaveable.Yes)]
[Serialize(SpawnLocationType.Any, IsPropertySaveable.Yes, description: "Where should the entity spawn? This can be restricted further with the other spawn point options.")]
public SpawnLocationType SpawnLocation { get; set; }
[Serialize(SpawnType.Human, IsPropertySaveable.Yes)]
[Serialize(SpawnType.Human, IsPropertySaveable.Yes, description: "Type of spawnpoint to spawn the entity at. Ignored if SpawnPointTag is set.")]
public SpawnType SpawnPointType { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of a spawnpoint to spawn the entity at.")]
public Identifier SpawnPointTag { get; set; }
[Serialize(CharacterTeamType.FriendlyNPC, IsPropertySaveable.Yes)]
[Serialize(CharacterTeamType.FriendlyNPC, IsPropertySaveable.Yes, description: "Team of the NPC to spawn. Only valid when spawning a character.")]
public CharacterTeamType TeamID { get; protected set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Should we spawn the entity even when no spawn points with matching tags were found?")]
@@ -61,10 +64,10 @@ namespace Barotrauma
[Serialize(true, IsPropertySaveable.Yes, description: "If false, we won't spawn another character if one with the same identifier has already been spawned.")]
public bool AllowDuplicates { get; set; }
[Serialize(1, IsPropertySaveable.Yes)]
[Serialize(1, IsPropertySaveable.Yes, description: "Number of entities to spawn.")]
public int Amount { get; set; }
[Serialize(100.0f, IsPropertySaveable.Yes)]
[Serialize(100.0f, IsPropertySaveable.Yes, description: "Random offset to add to the spawn position.")]
public float Offset { get; set; }
[Serialize("", IsPropertySaveable.Yes, "What outpost module tags does the entity prefer to spawn in.")]