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