Merge branch 'master' into dedicated-server
# Conflicts: # BarotraumaClient/Source/GameSettings.cs # BarotraumaClient/Source/Screens/NetLobbyScreen.cs
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@@ -527,11 +527,17 @@ namespace Barotrauma
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int i = 1;
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foreach (JobPrefab job in JobPrefab.List)
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foreach (string jobName in GameMain.Config.JobNamePreferences)
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{
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GUITextBlock jobText = new GUITextBlock(new Rectangle(0, 0, 0, 20), i + ". " + job.Name + " ",
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JobPrefab job = JobPrefab.List.Find(x => x.Name == jobName);
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if (job == null)
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{
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continue;
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}
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GUITextBlock jobText = new GUITextBlock(new Rectangle(0, 0, 0, 20), i + ". " + job.Name + " ",
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"", Alignment.Left, Alignment.Right, jobList, false,
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GameMain.GraphicsWidth < 1000 ? GUI.SmallFont : GUI.Font);
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GameMain.GraphicsWidth<1000 ? GUI.SmallFont : GUI.Font);
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jobText.UserData = job;
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GUIButton infoButton = new GUIButton(new Rectangle(0, 2, 15, 15), "?", "", jobText);
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@@ -1165,6 +1171,8 @@ namespace Barotrauma
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private void UpdateJobPreferences(GUIListBox listBox)
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{
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listBox.Deselect();
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List<string> jobNamePreferences = new List<string>();
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for (int i = 0; i < listBox.children.Count; i++)
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{
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float a = (float)(i - 1) / 3.0f;
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@@ -1174,10 +1182,13 @@ namespace Barotrauma
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listBox.children[i].Color = color;
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listBox.children[i].HoverColor = color;
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listBox.children[i].SelectedColor = color;
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(listBox.children[i] as GUITextBlock).Text = (i+1) + ". " + (listBox.children[i].UserData as JobPrefab).Name;
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(listBox.children[i] as GUITextBlock).Text = (i + 1) + ". " + (listBox.children[i].UserData as JobPrefab).Name;
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jobNamePreferences.Add((listBox.children[i].UserData as JobPrefab).Name);
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}
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GameMain.Config.JobNamePreferences = jobNamePreferences;
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}
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public bool TrySelectSub(string subName, string md5Hash, GUIListBox subList)
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