Handling exceptions in particle update, gamesession UI order fix, traitor setting loading fix
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@@ -364,7 +364,7 @@ namespace Barotrauma
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{
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if (gameMode != null) gameMode.AddToGUIUpdateList();
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if (infoFrame != null) infoButton.AddToGUIUpdateList();
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if (infoFrame != null) infoFrame.AddToGUIUpdateList();
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}
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public void Update(float deltaTime)
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@@ -264,6 +264,7 @@ namespace Barotrauma.Networking
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var traitorsEnabled = TraitorsEnabled;
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Enum.TryParse<YesNoMaybe>(ToolBox.GetAttributeString(doc.Root, "TraitorsEnabled", "No"), out traitorsEnabled);
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TraitorsEnabled = traitorsEnabled;
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GameMain.NetLobbyScreen.SetTraitorsEnabled(traitorsEnabled);
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FileStreamSender.MaxTransferDuration = new TimeSpan(0,0,ToolBox.GetAttributeInt(doc.Root, "MaxFileTransferDuration", 150));
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@@ -109,7 +109,18 @@ namespace Barotrauma.Particles
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{
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for (int i = 0; i < particleCount; i++)
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{
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if (!particles[i].Update(deltaTime)) RemoveParticle(i);
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bool remove = false;
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try
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{
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remove = !particles[i].Update(deltaTime);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Particle update failed", e);
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remove = true;
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}
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if (remove) RemoveParticle(i);
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}
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}
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@@ -657,7 +657,7 @@ namespace Barotrauma
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private GUIFrame CreateWiringPanel()
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{
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GUIFrame frame = new GUIFrame(new Rectangle(0,0,50,300), null, Alignment.Right | Alignment.CenterY, GUI.Style);
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GUIFrame frame = new GUIFrame(new Rectangle(0,0,65,300), null, Alignment.Right | Alignment.CenterY, GUI.Style);
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frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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GUIListBox listBox = new GUIListBox(Rectangle.Empty, GUI.Style, frame);
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@@ -91,8 +91,6 @@ namespace Barotrauma
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public override void AddToGUIUpdateList()
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{
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if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
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{
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if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
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@@ -100,6 +98,9 @@ namespace Barotrauma
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Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
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}
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}
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if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
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Character.AddAllToGUIUpdateList();
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}
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