Rename members to use correct case
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@@ -2889,13 +2889,13 @@ namespace Barotrauma
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{
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for (int i = 0; i < CharacterList.Count; i++)
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{
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if (GameMain.LuaCs.Game.updatePriorityCharacters.Contains(CharacterList[i])) continue;
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if (GameMain.LuaCs.Game.UpdatePriorityCharacters.Contains(CharacterList[i])) continue;
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CharacterList[i].Update(deltaTime * CharacterUpdateInterval, cam);
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}
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}
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foreach (Character character in GameMain.LuaCs.Game.updatePriorityCharacters)
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foreach (Character character in GameMain.LuaCs.Game.UpdatePriorityCharacters)
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{
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if (character.Removed) continue;
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@@ -129,62 +129,62 @@ namespace Barotrauma
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public bool disableDisconnectCharacter = false;
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public bool enableControlHusk = false;
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public int mapEntityUpdateInterval
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public int MapEntityUpdateInterval
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{
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get { return MapEntity.MapEntityUpdateInterval; }
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set { MapEntity.MapEntityUpdateInterval = value; }
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}
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public int gapUpdateInterval
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public int GapUpdateInterval
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{
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get { return MapEntity.GapUpdateInterval; }
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set { MapEntity.GapUpdateInterval = value; }
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}
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public int poweredUpdateInterval
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public int PoweredUpdateInterval
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{
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get { return MapEntity.PoweredUpdateInterval; }
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set { MapEntity.PoweredUpdateInterval = value; }
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}
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public int characterUpdateInterval
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public int CharacterUpdateInterval
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{
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get { return Character.CharacterUpdateInterval; }
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set { Character.CharacterUpdateInterval = value; }
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}
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public HashSet<Item> updatePriorityItems = new HashSet<Item>();
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public HashSet<Character> updatePriorityCharacters = new HashSet<Character>();
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public HashSet<Item> UpdatePriorityItems = new HashSet<Item>();
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public HashSet<Character> UpdatePriorityCharacters = new HashSet<Character>();
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public void AddPriorityItem(Item item)
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{
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updatePriorityItems.Add(item);
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UpdatePriorityItems.Add(item);
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}
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public void RemovePriorityItem(Item item)
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{
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updatePriorityItems.Remove(item);
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UpdatePriorityItems.Remove(item);
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}
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public void ClearPriorityItem()
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{
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updatePriorityItems.Clear();
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UpdatePriorityItems.Clear();
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}
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public void AddPriorityCharacter(Character character)
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{
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updatePriorityCharacters.Add(character);
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UpdatePriorityCharacters.Add(character);
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}
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public void RemovePriorityCharacter(Character character)
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{
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updatePriorityCharacters.Remove(character);
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UpdatePriorityCharacters.Remove(character);
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}
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public void ClearPriorityCharacter()
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{
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updatePriorityCharacters.Clear();
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UpdatePriorityCharacters.Clear();
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}
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public bool RoundStarted
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@@ -514,9 +514,9 @@ namespace Barotrauma
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public void Stop()
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{
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mapEntityUpdateInterval = 1;
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gapUpdateInterval = 4;
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characterUpdateInterval = 1;
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MapEntityUpdateInterval = 1;
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GapUpdateInterval = 4;
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CharacterUpdateInterval = 1;
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foreach (var cmd in luaAddedCommand)
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{
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@@ -610,12 +610,12 @@ namespace Barotrauma
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{
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foreach (Item item in Item.ItemList)
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{
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if (GameMain.LuaCs.Game.updatePriorityItems.Contains(item)) continue;
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if (GameMain.LuaCs.Game.UpdatePriorityItems.Contains(item)) continue;
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item.Update(deltaTime * MapEntityUpdateInterval, cam);
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}
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}
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foreach (var item in GameMain.LuaCs.Game.updatePriorityItems)
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foreach (var item in GameMain.LuaCs.Game.UpdatePriorityItems)
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{
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if (item.Removed) continue;
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