Fixed StatemMachine State delegate assignment being backwards.
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@@ -41,8 +41,6 @@ namespace Barotrauma
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}
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}
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_runStateMachine = SetupStateMachine();
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_runStateMachine = SetupStateMachine();
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SubscribeToLuaCsEvents();
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SubscribeToLuaCsEvents();
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SetRunState(RunState.LoadedNoExec);
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LoadLuaCsConfig();
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}
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}
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bool ValidateLuaCsContent()
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bool ValidateLuaCsContent()
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@@ -258,7 +256,7 @@ namespace Barotrauma
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Logger.LogResults(PackageManagementService.StopRunningPackages());
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Logger.LogResults(PackageManagementService.StopRunningPackages());
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}
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}
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if (PackageManagementService.IsAnyPackageRunning())
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if (PackageManagementService.IsAnyPackageLoaded())
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{
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{
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DisposeLuaCsConfig();
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DisposeLuaCsConfig();
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Logger.LogResults(PackageManagementService.UnloadAllPackages());
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Logger.LogResults(PackageManagementService.UnloadAllPackages());
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@@ -354,8 +352,6 @@ namespace Barotrauma
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/// <param name="screen">The new game screen.</param>
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/// <param name="screen">The new game screen.</param>
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public partial void OnScreenSelected(Screen screen);
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public partial void OnScreenSelected(Screen screen);
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void DisposeLuaCsConfig()
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void DisposeLuaCsConfig()
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{
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{
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IsCsEnabled = null;
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IsCsEnabled = null;
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@@ -87,7 +87,7 @@ public class State<T> where T : Enum
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{
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{
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public T StateId;
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public T StateId;
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private Action<State<T>> _onEnter, _onExit;
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private Action<State<T>> _onEnter, _onExit;
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public State(T stateId, Action<State<T>> onExitState, Action<State<T>> onEnterState)
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public State(T stateId, Action<State<T>> onEnterState, Action<State<T>> onExitState)
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{
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{
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StateId = stateId;
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StateId = stateId;
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_onEnter = onEnterState;
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_onEnter = onEnterState;
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