Traitor probability selection instead of separate traitor mode, stopping water ambience on round end, lobby sync after client has verified connection, WIP shiftsummary in multiplayer, "cleanbuild" command in debugconsole
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@@ -18,6 +18,8 @@ namespace Barotrauma
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private Submarine submarine;
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public CrewManager CrewManager;
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private ShiftSummary shiftSummary;
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public Mission Mission
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{
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@@ -54,6 +56,11 @@ namespace Barotrauma
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get { return saveFile; }
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}
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public ShiftSummary ShiftSummary
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{
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get { return shiftSummary; }
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}
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public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null)
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{
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GameMain.GameSession = this;
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@@ -119,6 +126,8 @@ namespace Barotrauma
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if (Mission!=null) Mission.Start(Level.Loaded);
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shiftSummary = new ShiftSummary(this);
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if (gameMode!=null) gameMode.Start();
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TaskManager.StartShift(level);
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@@ -139,6 +148,12 @@ namespace Barotrauma
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GameMain.LobbyScreen.Select();
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}
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GUIFrame summaryFrame = shiftSummary.CreateSummaryFrame(endMessage);
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GUIMessageBox.MessageBoxes.Enqueue(summaryFrame);
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var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
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okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
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TaskManager.EndShift();
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//gameMode.End();
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