v0.10.5.1
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@@ -97,8 +97,6 @@ namespace Barotrauma
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set { chromaticAberrationStrength = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public string BloodDecalName => Params.BloodDecal;
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private readonly List<ParticleEmitter> bloodEmitters = new List<ParticleEmitter>();
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public IEnumerable<ParticleEmitter> BloodEmitters
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{
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@@ -617,7 +615,7 @@ namespace Barotrauma
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partial void SetOrderProjSpecific(Order order, string orderOption)
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{
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GameMain.GameSession?.CrewManager?.DisplayCharacterOrder(this, order, orderOption);
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GameMain.GameSession?.CrewManager?.AddCurrentOrderIcon(this, order, orderOption);
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}
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public static void AddAllToGUIUpdateList()
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@@ -786,7 +784,7 @@ namespace Barotrauma
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}
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if (CampaignInteractionType != CampaignMode.InteractionType.None && AllowCustomInteract)
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{
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var iconStyle = GUI.Style.GetComponentStyle("CampaignInteractionIcon." + CampaignInteractionType);
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var iconStyle = GUI.Style.GetComponentStyle("CampaignInteractionBubble." + CampaignInteractionType);
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if (iconStyle != null)
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{
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Vector2 headPos = AnimController.GetLimb(LimbType.Head)?.WorldPosition ?? WorldPosition + Vector2.UnitY * 100.0f;
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@@ -825,15 +823,19 @@ namespace Barotrauma
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/// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object)
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/// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
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/// </summary>
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public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
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public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor, string textTag = "")
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{
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if (controlled != this) return null;
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if (controlled != this) { return null; }
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if (!hudProgressBars.TryGetValue(linkedObject, out HUDProgressBar progressBar))
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{
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progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor);
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progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor, textTag);
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hudProgressBars.Add(linkedObject, progressBar);
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}
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else
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{
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progressBar.TextTag = textTag;
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}
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progressBar.WorldPosition = worldPosition;
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progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f);
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@@ -859,7 +861,7 @@ namespace Barotrauma
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}
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var selectedSound = matchingSounds.GetRandom();
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if (selectedSound?.Sound == null) { return; }
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soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, AnimController.WorldPosition, selectedSound.Volume, selectedSound.Range, CurrentHull);
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soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, AnimController.WorldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: CurrentHull);
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soundTimer = soundInterval;
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}
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