Run damage before spawn points activate

This commit is contained in:
Anuken 2020-12-06 10:23:24 -05:00
parent 18b19e964a
commit cf91bcbd49
2 changed files with 16 additions and 6 deletions

View File

@ -55,6 +55,12 @@ public class WaveSpawner{
public void spawnEnemies(){
spawning = true;
eachGroundSpawn((spawnX, spawnY, doShockwave) -> {
if(doShockwave){
doShockwave(spawnX, spawnY);
}
});
for(SpawnGroup group : state.rules.spawns){
if(group.type == null) continue;
@ -86,12 +92,6 @@ public class WaveSpawner{
}
}
eachGroundSpawn((spawnX, spawnY, doShockwave) -> {
if(doShockwave){
doShockwave(spawnX, spawnY);
}
});
Time.runTask(121f, () -> spawning = false);
}

View File

@ -0,0 +1,10 @@
[This is a truncated changelog, see Github for full notes]
- Fixed rebuilding a core near vault causing resources to drop to 1K
- Fixed captured sectors getting locked
Campaign multiplayer changes:
- New host research is now carried over to clients
- Clients can now use their research even if the host doesn't have it
- Clients can now research new tech in multiplayer
- Added a hint that explains this information