v0.2.2: updated Lidgren, railgun shells can be bought, autorestart server, netstats, tutorial moloch spawning in a wall fix, misc error checks
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@@ -9,6 +9,8 @@ namespace Barotrauma
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Client traitor;
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Client target;
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private Character traitorCharacter, targetCharacter;
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public TraitorMode(GameModePreset preset)
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: base(preset)
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{
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@@ -47,34 +49,38 @@ namespace Barotrauma
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}
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target = GameMain.Server.connectedClients[targetIndex];
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traitorCharacter = traitor.character;
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targetCharacter = target.character;
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GameMain.Server.NewTraitor(traitor, target);
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}
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else
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{
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if (target.character.IsDead)
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if (target.character == null || target.character.IsDead)
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{
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string endMessage = traitor.character.Info.Name + " was a traitor! ";
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endMessage += (traitor.character.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + target.character.Info.Name + ". The task was successful.";
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string endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". The task was successful.";
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End(endMessage);
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}
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else if (traitor.character.IsDead)
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else if (traitor.character == null || traitor.character.IsDead)
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{
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string endMessage = traitor.character.Info.Name + " was a traitor! ";
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endMessage += (traitor.character.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + target.character.Info.Name + ", but ";
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endMessage += (traitor.character.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " got " + ((traitor.character.Info.Gender == Gender.Male) ? "himself" : "herself");
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string endMessage = traitorCharacter.Name + " was a traitor! ";
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//TODO: remove references to traitor.character
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " got " + ((traitorCharacter.Info.Gender == Gender.Male) ? "himself" : "herself");
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endMessage += " killed before completing it.";
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End(endMessage);
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return;
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}
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else if (Level.Loaded.AtEndPosition)
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{
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string endMessage = traitor.character.Info.Name + " was a traitor! ";
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endMessage += (traitor.character.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + target.character.Info.Name + ". ";
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string endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". ";
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endMessage += "The task was unsuccessful - the has submarine reached its destination.";
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End(endMessage);
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return;
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@@ -21,7 +21,7 @@ namespace Barotrauma
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GameMain.GameSession = new GameSession(Submarine.Loaded, "", GameModePreset.list.Find(gm => gm.Name.ToLower()=="tutorial"));
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GameMain.GameSession.StartShift("tutorial");
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GameMain.GameSession.StartShift("tuto");
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GameMain.GameSession.taskManager.Tasks.Clear();
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@@ -164,6 +164,7 @@ namespace Barotrauma
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while (Math.Abs(reactor.Temperature-3000.0f) > 100.0f)
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{
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reactor.AutoTemp = false;
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reactor.ShutDownTemp = Math.Min(reactor.ShutDownTemp, 5000.0f);
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yield return CoroutineStatus.Running;
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}
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