Endworm & moloch immune to bleeding, showing right sub name in save file info, disable charactermode before saving, option to end round when the end of the level is reached, maintain position option in steering
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@@ -292,7 +292,13 @@ namespace Barotrauma
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selectedTab = (int)obj;
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return true;
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}
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public void ToggleCharacterMode()
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{
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ToggleCharacterMode(null,null);
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}
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private bool ToggleCharacterMode(GUIButton button, object obj)
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{
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selectedTab = -1;
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@@ -397,28 +403,30 @@ namespace Barotrauma
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if (characterMode)
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{
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if (Entity.FindEntityByID(dummyCharacter.ID)!=dummyCharacter)
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if (dummyCharacter == null || Entity.FindEntityByID(dummyCharacter.ID)!=dummyCharacter)
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{
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ToggleCharacterMode(null, null);
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}
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foreach (MapEntity me in MapEntity.mapEntityList)
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else
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{
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me.IsHighlighted = false;
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}
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if (dummyCharacter.SelectedConstruction==null)
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{
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Vector2 mouseSimPos = FarseerPhysics.ConvertUnits.ToSimUnits(dummyCharacter.CursorPosition);
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foreach (Limb limb in dummyCharacter.AnimController.Limbs)
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foreach (MapEntity me in MapEntity.mapEntityList)
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{
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limb.body.SetTransform(mouseSimPos, 0.0f);
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me.IsHighlighted = false;
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}
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}
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dummyCharacter.ControlLocalPlayer((float)deltaTime, cam, false);
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dummyCharacter.Control((float)deltaTime, cam);
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cam.TargetPos = Vector2.Zero;
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if (dummyCharacter.SelectedConstruction==null)
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{
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Vector2 mouseSimPos = FarseerPhysics.ConvertUnits.ToSimUnits(dummyCharacter.CursorPosition);
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foreach (Limb limb in dummyCharacter.AnimController.Limbs)
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{
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limb.body.SetTransform(mouseSimPos, 0.0f);
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}
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}
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dummyCharacter.ControlLocalPlayer((float)deltaTime, cam, false);
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dummyCharacter.Control((float)deltaTime, cam);
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cam.TargetPos = Vector2.Zero;
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}
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}
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else
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{
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