Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/GUI/GUITextBlock.cs Subsurface/Source/GameMain.cs Subsurface/Source/Items/Components/Machines/Radar.cs Subsurface/Source/Networking/GameClient.cs
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@@ -20,12 +20,7 @@ namespace Barotrauma
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selectedMission = gameSession.Mission;
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}
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//public void AddCasualty(Character character, CauseOfDeath causeOfDeath)
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//{
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// casualties.Add(new Casualty(character.Info, causeOfDeath, ""));
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//}
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public GUIFrame CreateSummaryFrame(string endMessage)
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{
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@@ -90,7 +85,6 @@ namespace Barotrauma
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}
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else
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{
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if (character.IsUnconscious)
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{
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statusText = "Unconscious";
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@@ -101,11 +95,12 @@ namespace Barotrauma
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statusText = "Injured";
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statusColor = Color.DarkOrange;
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}
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}
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new GUITextBlock(new Rectangle(0, 0, 0, 20), statusText,
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"", Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor * 0.7f;
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new GUITextBlock(
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new Rectangle(0, 0, 0, 20), statusText, statusColor * 0.8f, Color.White,
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Alignment.BottomLeft, Alignment.Center,
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null, characterFrame, true, GUI.SmallFont);
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x += characterFrame.Rect.Width + 10;
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}
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@@ -120,12 +115,10 @@ namespace Barotrauma
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new GUITextBlock(new Rectangle(0, y, innerFrame.Rect.Width - 170, 0),
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(GameMain.GameSession.Mission.Completed) ? GameMain.GameSession.Mission.SuccessMessage : GameMain.GameSession.Mission.FailureMessage,
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"", innerFrame, true);
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//y += 50;
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if (GameMain.GameSession.Mission.Completed && singleplayer)
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{
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new GUITextBlock(new Rectangle(0, 0, 0, 30), "Reward: " + GameMain.GameSession.Mission.Reward, "", Alignment.BottomLeft, Alignment.BottomLeft, innerFrame);
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//y += 30;
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}
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}
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