(bf212a41f) v0.9.2.0 pre-release test version
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@@ -404,54 +404,13 @@ namespace Barotrauma
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DebugConsole.Log("Selected content packages: " + string.Join(", ", SelectedPackages.Select(cp => cp.Name)));
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}
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/*#if DEBUG
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#if DEBUG
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GameSettings.ShowUserStatisticsPrompt = false;
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GameSettings.SendUserStatistics = false;
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#endif*/
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#endif
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InitUserStats();
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yield return CoroutineStatus.Running;
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LightManager = new Lights.LightManager(base.GraphicsDevice, Content);
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TitleScreen.LoadState = 1.0f;
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yield return CoroutineStatus.Running;
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GUI.LoadContent();
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TitleScreen.LoadState = 2.0f;
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yield return CoroutineStatus.Running;
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MissionPrefab.Init();
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MapEntityPrefab.Init();
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Tutorials.Tutorial.Init();
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MapGenerationParams.Init();
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LevelGenerationParams.LoadPresets();
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ScriptedEventSet.LoadPrefabs();
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AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
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TitleScreen.LoadState = 10.0f;
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yield return CoroutineStatus.Running;
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StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
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TitleScreen.LoadState = 15.0f;
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yield return CoroutineStatus.Running;
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ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
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TitleScreen.LoadState = 25.0f;
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yield return CoroutineStatus.Running;
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JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
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// Add any missing jobs from the prefab into Config.JobNamePreferences.
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foreach (JobPrefab job in JobPrefab.List)
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{
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if (!Config.JobPreferences.Contains(job.Identifier)) { Config.JobPreferences.Add(job.Identifier); }
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}
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NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
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ItemAssemblyPrefab.LoadAll();
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TitleScreen.LoadState = 30.0f;
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yield return CoroutineStatus.Running;
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Debug.WriteLine("sounds");
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@@ -464,55 +423,105 @@ namespace Barotrauma
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i++;
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TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
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30.0f :
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Math.Min(30.0f + 40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 70.0f);
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1.0f :
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Math.Min(40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 40.0f);
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yield return CoroutineStatus.Running;
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}
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TitleScreen.LoadState = 70.0f;
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TitleScreen.LoadState = 40.0f;
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yield return CoroutineStatus.Running;
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LightManager = new Lights.LightManager(base.GraphicsDevice, Content);
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TitleScreen.LoadState = 41.0f;
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yield return CoroutineStatus.Running;
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GUI.LoadContent();
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TitleScreen.LoadState = 42.0f;
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yield return CoroutineStatus.Running;
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MissionPrefab.Init();
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MapEntityPrefab.Init();
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Tutorials.Tutorial.Init();
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MapGenerationParams.Init();
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LevelGenerationParams.LoadPresets();
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ScriptedEventSet.LoadPrefabs();
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AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
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TitleScreen.LoadState = 50.0f;
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yield return CoroutineStatus.Running;
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StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
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TitleScreen.LoadState = 53.0f;
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yield return CoroutineStatus.Running;
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ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
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TitleScreen.LoadState = 55.0f;
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yield return CoroutineStatus.Running;
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JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
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// Add any missing jobs from the prefab into Config.JobNamePreferences.
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foreach (JobPrefab job in JobPrefab.List)
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{
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if (!Config.JobPreferences.Contains(job.Identifier)) { Config.JobPreferences.Add(job.Identifier); }
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}
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NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
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ItemAssemblyPrefab.LoadAll();
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TitleScreen.LoadState = 60.0f;
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yield return CoroutineStatus.Running;
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GameModePreset.Init();
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Submarine.RefreshSavedSubs();
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TitleScreen.LoadState = 80.0f;
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TitleScreen.LoadState = 65.0f;
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yield return CoroutineStatus.Running;
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GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content);
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TitleScreen.LoadState = 90.0f;
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TitleScreen.LoadState = 68.0f;
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yield return CoroutineStatus.Running;
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MainMenuScreen = new MainMenuScreen(this);
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LobbyScreen = new LobbyScreen();
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ServerListScreen = new ServerListScreen();
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TitleScreen.LoadState = 70.0f;
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yield return CoroutineStatus.Running;
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if (SteamManager.USE_STEAM)
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{
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SteamWorkshopScreen = new SteamWorkshopScreen();
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}
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SubEditorScreen = new SubEditorScreen();
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TitleScreen.LoadState = 75.0f;
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yield return CoroutineStatus.Running;
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ParticleEditorScreen = new ParticleEditorScreen();
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TitleScreen.LoadState = 80.0f;
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yield return CoroutineStatus.Running;
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LevelEditorScreen = new LevelEditorScreen();
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SpriteEditorScreen = new SpriteEditorScreen();
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CharacterEditorScreen = new CharacterEditorScreen();
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yield return CoroutineStatus.Running;
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TitleScreen.LoadState = 95.0f;
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TitleScreen.LoadState = 85.0f;
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ParticleManager = new ParticleManager(GameScreen.Cam);
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ParticleManager.LoadPrefabs();
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TitleScreen.LoadState = 97.0f;
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TitleScreen.LoadState = 88.0f;
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LevelObjectPrefab.LoadAll();
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DecalManager = new DecalManager();
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TitleScreen.LoadState = 99.0f;
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TitleScreen.LoadState = 90.0f;
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yield return CoroutineStatus.Running;
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DecalManager = new DecalManager();
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LocationType.Init();
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MainMenuScreen.Select();
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@@ -634,6 +643,7 @@ namespace Barotrauma
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PlayerInput.Update(Timing.Step);
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if (loadingScreenOpen)
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{
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//reset accumulator if loading
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@@ -641,6 +651,11 @@ namespace Barotrauma
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// -> no pause caused by leftover time in the accumulator when starting a new shift
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GameMain.ResetFrameTime();
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if (!TitleScreen.PlayingSplashScreen)
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{
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SoundPlayer.Update((float)Timing.Step);
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}
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if (TitleScreen.LoadState >= 100.0f && !TitleScreen.PlayingSplashScreen &&
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(!waitForKeyHit || ((PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()) && WindowActive)))
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{
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