Release v0.15.12.0
This commit is contained in:
+58
-2
@@ -1,4 +1,6 @@
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using Barotrauma.Networking;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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@@ -11,11 +13,65 @@ namespace Barotrauma
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get { return itemData != null; }
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}
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partial void InitProjSpecific(Client client)
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public CharacterCampaignData(Client client, bool giveRespawnPenaltyAffliction = false)
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{
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Name = client.Name;
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ClientEndPoint = client.Connection.EndPointString;
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SteamID = client.SteamID;
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CharacterInfo = client.CharacterInfo;
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healthData = new XElement("health");
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client.Character?.CharacterHealth?.Save(healthData);
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if (giveRespawnPenaltyAffliction)
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{
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var respawnPenaltyAffliction = RespawnManager.GetRespawnPenaltyAffliction();
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healthData.Add(new XElement("Affliction",
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new XAttribute("identifier", respawnPenaltyAffliction.Identifier),
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new XAttribute("strength", respawnPenaltyAffliction.Strength.ToString("G", CultureInfo.InvariantCulture))));
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}
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if (client.Character?.Inventory != null)
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{
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itemData = new XElement("inventory");
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Character.SaveInventory(client.Character.Inventory, itemData);
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}
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OrderData = new XElement("orders");
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if (client.CharacterInfo != null)
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{
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CharacterInfo.SaveOrderData(client.CharacterInfo, OrderData);
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}
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}
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public CharacterCampaignData(XElement element)
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{
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Name = element.GetAttributeString("name", "Unnamed");
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ClientEndPoint = element.GetAttributeString("endpoint", null) ?? element.GetAttributeString("ip", "");
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string steamID = element.GetAttributeString("steamid", "");
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if (!string.IsNullOrEmpty(steamID))
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{
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ulong.TryParse(steamID, out ulong parsedID);
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SteamID = parsedID;
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}
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "character":
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case "characterinfo":
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CharacterInfo = new CharacterInfo(subElement);
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break;
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case "inventory":
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itemData = subElement;
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break;
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case "health":
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healthData = subElement;
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break;
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case "orders":
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OrderData = subElement;
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break;
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}
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}
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}
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public bool MatchesClient(Client client)
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@@ -56,6 +112,6 @@ namespace Barotrauma
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public void ApplyOrderData(Character character)
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{
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CharacterInfo.ApplyOrderData(character, OrderData);
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}
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}
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}
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}
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+70
-8
@@ -27,6 +27,29 @@ namespace Barotrauma
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public bool GameOver { get; private set; }
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class SavedExperiencePoints
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{
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public readonly ulong SteamID;
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public readonly string EndPoint;
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public readonly int ExperiencePoints;
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public SavedExperiencePoints(Client client)
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{
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SteamID = client.SteamID;
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EndPoint = client.Connection.EndPointString;
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ExperiencePoints = client.Character?.Info?.ExperiencePoints ?? 0;
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}
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public SavedExperiencePoints(XElement element)
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{
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SteamID = element.GetAttributeUInt64("steamid", 0);
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EndPoint = element.GetAttributeString("endpoint", string.Empty);
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ExperiencePoints = element.GetAttributeInt("points", 0);
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}
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}
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private readonly List<SavedExperiencePoints> savedExperiencePoints = new List<SavedExperiencePoints>();
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public override bool Paused
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{
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get { return ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition"); }
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@@ -155,6 +178,20 @@ namespace Barotrauma
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c.InGame && (IsOwner(c) || c.HasPermission(ClientPermissions.ManageCampaign)));
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}
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public void SaveExperiencePoints(Client client)
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{
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ClearSavedExperiencePoints(client);
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savedExperiencePoints.Add(new SavedExperiencePoints(client));
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}
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public int GetSavedExperiencePoints(Client client)
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{
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return savedExperiencePoints.Find(s => s.SteamID != 0 && client.SteamID == s.SteamID || client.EndpointMatches(s.EndPoint))?.ExperiencePoints ?? 0;
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}
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public void ClearSavedExperiencePoints(Client client)
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{
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savedExperiencePoints.RemoveAll(s => s.SteamID != 0 && client.SteamID == s.SteamID || client.EndpointMatches(s.EndPoint));
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}
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public void LoadPets()
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{
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if (petsElement != null)
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@@ -163,7 +200,7 @@ namespace Barotrauma
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}
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}
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public void SaveInventories()
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public void SavePlayers()
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{
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List<CharacterCampaignData> prevCharacterData = new List<CharacterCampaignData>(characterData);
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//client character has spawned this round -> remove old data (and replace with an up-to-date one if the client still has a character)
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@@ -172,7 +209,12 @@ namespace Barotrauma
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//refresh the character data of clients who are still in the server
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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if (c.HasSpawned && c.CharacterInfo != null && c.CharacterInfo.CauseOfDeath != null && c.CharacterInfo.CauseOfDeath?.Type != CauseOfDeathType.Disconnected)
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if (c.Character != null && c.Character.Info == null)
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{
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c.Character = null;
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}
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if (c.HasSpawned && c.CharacterInfo != null && c.CharacterInfo.CauseOfDeath != null && c.CharacterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
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{
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//the client has opted to spawn this round with Reaper's Tax
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if (c.WaitForNextRoundRespawn.HasValue && !c.WaitForNextRoundRespawn.Value)
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@@ -183,14 +225,15 @@ namespace Barotrauma
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continue;
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}
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}
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if (c.Character?.Info == null) { continue; }
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if (c.Character.IsDead && c.Character.CauseOfDeath?.Type != CauseOfDeathType.Disconnected)
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var characterInfo = c.Character?.Info ?? c.CharacterInfo;
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if (characterInfo == null) { continue; }
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if (c.CharacterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
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{
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continue;
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RespawnManager.ReduceCharacterSkills(characterInfo);
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}
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c.CharacterInfo = c.Character.Info;
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c.CharacterInfo = characterInfo;
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characterData.RemoveAll(cd => cd.MatchesClient(c));
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characterData.Add(new CharacterCampaignData(c));
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characterData.Add(new CharacterCampaignData(c));
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}
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//refresh the character data of clients who aren't in the server anymore
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@@ -259,6 +302,16 @@ namespace Barotrauma
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Map.ProgressWorld(transitionType, (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime));
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bool success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
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if (success)
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{
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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if (c.Character?.HasAbilityFlag(AbilityFlags.RetainExperienceForNewCharacter) ?? false)
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{
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(GameMain.GameSession?.GameMode as MultiPlayerCampaign)?.SaveExperiencePoints(c);
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}
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}
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}
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GameMain.GameSession.EndRound("", traitorResults, transitionType);
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@@ -266,7 +319,7 @@ namespace Barotrauma
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if (success)
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{
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SaveInventories();
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SavePlayers();
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yield return CoroutineStatus.Running;
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@@ -965,6 +1018,15 @@ namespace Barotrauma
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// save bots
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CrewManager.SaveMultiplayer(modeElement);
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XElement savedExperiencePointsElement = new XElement("SavedExperiencePoints");
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foreach (var savedExperiencePoint in savedExperiencePoints)
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{
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savedExperiencePointsElement.Add(new XElement("Point",
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new XAttribute("steamid", savedExperiencePoint.SteamID),
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new XAttribute("endpoint", savedExperiencePoint?.EndPoint ?? string.Empty),
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new XAttribute("points", savedExperiencePoint.ExperiencePoints)));
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}
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// save available submarines
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XElement availableSubsElement = new XElement("AvailableSubs");
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for (int i = 0; i < GameMain.NetLobbyScreen.CampaignSubmarines.Count; i++)
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