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
@@ -68,7 +68,7 @@ namespace Barotrauma
}
}
public override int GetReward(Submarine sub)
public override int GetBaseReward(Submarine sub)
{
return alternateReward;
}
@@ -262,13 +262,13 @@ namespace Barotrauma
enemySub.EnableMaintainPosition();
enemySub.TeamID = CharacterTeamType.None;
//make the enemy sub withstand atleast the same depth as the player sub
enemySub.RealWorldCrushDepth = Math.Max(enemySub.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth);
enemySub.SetCrushDepth(Math.Max(enemySub.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth));
if (Level.Loaded != null)
{
//...and the depth of the patrol positions + 1000 m
foreach (var patrolPos in patrolPositions)
{
enemySub.RealWorldCrushDepth = Math.Max(enemySub.RealWorldCrushDepth, Level.Loaded.GetRealWorldDepth(patrolPos.Y) + 1000);
enemySub.SetCrushDepth(Math.Max(enemySub.RealWorldCrushDepth, Level.Loaded.GetRealWorldDepth(patrolPos.Y) + 1000));
}
}
enemySub.ImmuneToBallastFlora = true;
@@ -394,11 +394,11 @@ namespace Barotrauma
DebugConsole.NewMessage("Patrol pos: " + patrolPos);
}
#endif
enemySub.SetPosition(spawnPos);
if (!IsClient)
{
InitPirateShip();
}
enemySub.SetPosition(spawnPos);
// flipping the sub on the frame it is moved into place must be done after it's been moved, or it breaks item connections in the submarine
// creating the pirates has to be done after the sub has been flipped, or it seems to break the AI pathing