LuaCs is now initialized after sub editor screen is first selected, added Game.IsSubEditor, Game.SubEditorScreen and registered editor screens
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@@ -1031,8 +1031,6 @@ namespace Barotrauma
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return true;
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}
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GameMain.LuaCs.Initialize();
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CloseItem();
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backedUpSubInfo = new SubmarineInfo(MainSub);
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@@ -1324,12 +1322,12 @@ namespace Barotrauma
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public override void Select()
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{
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Select(enableAutoSave: true);
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GameMain.LuaCs.Initialize();
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}
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public void Select(bool enableAutoSave = true)
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{
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GameMain.LuaCs.Stop();
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base.Select();
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TaskPool.Add(
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@@ -9,6 +9,13 @@ for key, value in pairs(localizedStrings) do
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RegisterBarotrauma(value)
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end
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RegisterBarotrauma("EditorScreen")
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RegisterBarotrauma("SubEditorScreen")
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RegisterBarotrauma("EventEditorScreen")
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RegisterBarotrauma("CharacterEditorScreen")
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RegisterBarotrauma("SpriteEditorScreen")
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RegisterBarotrauma("LevelEditorScreen")
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RegisterBarotrauma("Networking.ClientPeer")
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RegisterBarotrauma("Networking.GameClient")
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RegisterBarotrauma("Networking.VoipCapture")
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@@ -16,10 +16,11 @@ namespace Barotrauma
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public bool IsMultiplayer => GameMain.IsMultiplayer;
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#if CLIENT
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public bool? ForceVoice = null;
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public bool? ForceLocalVoice = null;
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public bool Paused => GameMain.Instance?.Paused == true;
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public byte MyID => GameMain.Client.ID;
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public ChatMode ActiveChatMode => GameMain.ActiveChatMode;
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public ChatBox ChatBox
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@@ -49,8 +50,21 @@ namespace Barotrauma
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}
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}
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public bool? ForceVoice = null;
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public bool? ForceLocalVoice = null;
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public SubEditorScreen SubEditorScreen
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{
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get
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{
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return GameMain.SubEditorScreen;
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}
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}
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public bool IsSubEditor
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{
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get
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{
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return Screen.Selected is SubEditorScreen;
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}
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}
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#else
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public bool IsDedicated
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@@ -179,13 +193,13 @@ namespace Barotrauma
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}
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#if SERVER
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public ServerPeer Peer
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public ServerPeer Peer
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{
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get
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{
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get
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{
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return GameMain.Server.ServerPeer;
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}
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return GameMain.Server.ServerPeer;
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}
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}
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#else
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public ClientPeer Peer
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{
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