2f107db...5202af9
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@@ -73,8 +73,8 @@ namespace Barotrauma
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Prefab = prefab;
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Description = prefab.Description;
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SuccessMessage = prefab.SuccessMessage;
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description = prefab.Description;
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successMessage = prefab.SuccessMessage;
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FailureMessage = prefab.FailureMessage;
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Headers = new List<string>(prefab.Headers);
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Messages = new List<string>(prefab.Messages);
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@@ -83,9 +83,9 @@ namespace Barotrauma
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for (int n = 0; n < 2; n++)
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{
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if (Description != null) Description = Description.Replace("[location" + (n + 1) + "]", locations[n].Name);
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if (SuccessMessage != null) SuccessMessage = SuccessMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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if (FailureMessage != null) FailureMessage = FailureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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if (description != null) description = description.Replace("[location" + (n + 1) + "]", locations[n].Name);
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if (successMessage != null) successMessage = successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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if (failureMessage != null) failureMessage = failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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for (int m = 0; m < Messages.Count; m++)
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{
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Messages[m] = Messages[m].Replace("[location" + (n + 1) + "]", locations[n].Name);
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@@ -103,10 +103,12 @@ namespace Barotrauma
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if (missionType == MissionType.Random)
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{
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allowedMissions.AddRange(MissionPrefab.List);
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#if SERVER
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if (GameMain.Server != null)
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{
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allowedMissions.RemoveAll(mission => !GameMain.Server.AllowedRandomMissionTypes.Contains(mission.type));
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allowedMissions.RemoveAll(mission => !GameMain.Server.ServerSettings.AllowedRandomMissionTypes.Contains(mission.type));
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}
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#endif
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}
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else if (missionType == MissionType.None)
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{
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@@ -141,10 +143,9 @@ namespace Barotrauma
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public virtual void Update(float deltaTime) { }
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public virtual bool AssignTeamIDs(List<Networking.Client> clients, out byte hostTeam)
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public virtual bool AssignTeamIDs(List<Networking.Client> clients)
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{
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clients.ForEach(c => c.TeamID = 1);
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hostTeam = 1;
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clients.ForEach(c => c.TeamID = Character.TeamType.Team1);
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return false;
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}
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