Track LocalMods as part of monolith
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using Barotrauma;
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using Barotrauma.Networking;
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using HarmonyLib;
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using MoreLevelContent.Shared;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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namespace MoreLevelContent.Missions
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{
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// Client
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partial class DistressSubmarineMission : DistressMission
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{
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public override bool DisplayAsFailed => false;
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public override RichString GetMissionRewardText(Submarine sub) => State == 0 ? base.GetMissionRewardText(sub) : GetBaseMissionRewardText(sub);
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public override void ClientReadInitial(IReadMessage msg)
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{
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base.ClientReadInitial(msg);
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missionNPCs.Read(msg);
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foreach (var character in missionNPCs.characters)
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{
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int reward = msg.ReadUInt16();
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rewardLookup.Add(character, reward);
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character.Info.Title = TextManager.GetWithVariable("currencyformat", "[credits]", string.Format(CultureInfo.InvariantCulture, "{0:N0}", reward));
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}
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}
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}
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}
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