Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff
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@@ -254,7 +254,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
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while (Submarine.Loaded.Position.Y > 31000.0f)
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while (Submarine.Loaded.Position.Y > 10000.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -10,27 +10,25 @@ namespace Barotrauma
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{
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class ShiftSummary
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{
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class Casualty
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{
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public readonly CharacterInfo character;
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public readonly CauseOfDeath causeOfDeath;
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//class Casualty
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//{
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// public readonly CharacterInfo character;
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// public readonly CauseOfDeath causeOfDeath;
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public readonly string description;
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// public readonly string description;
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public Casualty(CharacterInfo characterInfo, CauseOfDeath causeOfDeath, string description)
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{
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this.character = characterInfo;
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this.causeOfDeath = causeOfDeath;
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this.description = description;
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}
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}
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// public Casualty(CharacterInfo characterInfo, CauseOfDeath causeOfDeath, string description)
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// {
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// this.character = characterInfo;
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// this.causeOfDeath = causeOfDeath;
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// this.description = description;
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// }
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//}
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private Location startLocation, endLocation;
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private GameSession gameSession;
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private List<Casualty> casualties;
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private Mission selectedMission;
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public ShiftSummary(GameSession gameSession)
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@@ -39,22 +37,15 @@ namespace Barotrauma
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startLocation = gameSession.Map==null ? null : gameSession.Map.CurrentLocation;
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endLocation = gameSession.Map==null ? null : gameSession.Map.SelectedLocation;
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casualties = new List<Casualty>();
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foreach (Character character in gameSession.CrewManager.characters)
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{
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character.OnDeath = AddCasualty;
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}
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selectedMission = gameSession.Mission;
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}
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public void AddCasualty(Character character, CauseOfDeath causeOfDeath)
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{
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casualties.Add(new Casualty(character.Info, causeOfDeath, ""));
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}
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//public void AddCasualty(Character character, CauseOfDeath causeOfDeath)
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//{
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// casualties.Add(new Casualty(character.Info, causeOfDeath, ""));
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//}
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public GUIFrame CreateSummaryFrame(string endMessage)
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{
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@@ -106,12 +97,10 @@ namespace Barotrauma
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string statusText;
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Color statusColor;
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var casualty = casualties.Find(c => c.character == character.Info);
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if (casualty != null)
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if (character.IsDead)
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{
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statusText = InfoTextManager.GetInfoText("CauseOfDeath." + casualty.causeOfDeath.ToString());
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statusText = InfoTextManager.GetInfoText("CauseOfDeath." + character.CauseOfDeath.ToString());
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statusColor = Color.DarkRed;
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}
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else
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