(e42047dc1) Tester's build, January 30th 2020
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@@ -171,6 +171,10 @@ namespace Barotrauma
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private const GraphicsProfile GfxProfile = GraphicsProfile.Reach;
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#if DEBUG
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public static bool FirstLoad = true;
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#endif
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public GameMain(string[] args)
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{
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Content.RootDirectory = "Content";
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@@ -391,7 +395,7 @@ namespace Barotrauma
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float baseVolume = MathHelper.Clamp(Config.SoundVolume * 2.0f, 0.0f, 1.0f);
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pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_UTG.webm", baseVolume * 0.5f));
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pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_FF.webm", baseVolume));
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pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_Daedalic.webm", baseVolume * 0.15f));
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pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_Daedalic.webm", baseVolume * 0.1f));
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}
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//if not loading in a separate thread, wait for the splash screens to finish before continuing the loading
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@@ -702,6 +706,15 @@ namespace Barotrauma
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loadingScreenOpen = false;
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}
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#if DEBUG
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if (TitleScreen.LoadState >= 100.0f && !TitleScreen.PlayingSplashScreen && Config.AutomaticQuickStartEnabled && FirstLoad)
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{
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loadingScreenOpen = false;
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FirstLoad = false;
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MainMenuScreen.QuickStart();
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}
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#endif
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if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
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{
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string errMsg = "Loading was interrupted due to an error";
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@@ -778,7 +791,8 @@ namespace Barotrauma
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//open the pause menu if not controlling a character OR if the character has no UIs active that can be closed with ESC
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else if ((Character.Controlled == null || !itemHudActive())
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//TODO: do we need to check Inventory.SelectedSlot?
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&& Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null)
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&& Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null
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&& !CrewManager.IsCommandInterfaceOpen)
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{
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// Otherwise toggle pausing, unless another window/interface is open.
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GUI.TogglePauseMenu();
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