Unstable v0.1300.0.0 (February 19th 2021)
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@@ -108,7 +108,7 @@ namespace Barotrauma
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}
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//achievement for descending ridiculously deep
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float realWorldDepth = Math.Abs(sub.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
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float realWorldDepth = sub.RealWorldDepth;
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if (realWorldDepth > 5000.0f && Timing.TotalTime > GameMain.GameSession.RoundStartTime + 30.0f)
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{
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//all conscious characters inside the sub get an achievement
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@@ -333,24 +333,24 @@ namespace Barotrauma
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (gameSession.Mission != null)
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foreach (Mission mission in gameSession.Missions)
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{
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if (gameSession.Mission is CombatMission combatMission && GameMain.GameSession.WinningTeam.HasValue)
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if (mission is CombatMission combatMission && GameMain.GameSession.WinningTeam.HasValue)
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{
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//all characters that are alive and in the winning team get an achievement
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UnlockAchievement(gameSession.Mission.Prefab.AchievementIdentifier + (int)GameMain.GameSession.WinningTeam, true,
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UnlockAchievement(mission.Prefab.AchievementIdentifier + (int)GameMain.GameSession.WinningTeam, true,
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c => c != null && !c.IsDead && !c.IsUnconscious && combatMission.IsInWinningTeam(c));
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}
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else if (gameSession.Mission.Completed)
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else if (mission.Completed)
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{
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//all characters get an achievement
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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UnlockAchievement(gameSession.Mission.Prefab.AchievementIdentifier, true, c => c != null);
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UnlockAchievement(mission.Prefab.AchievementIdentifier, true, c => c != null);
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}
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else
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{
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UnlockAchievement(gameSession.Mission.Prefab.AchievementIdentifier);
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UnlockAchievement(mission.Prefab.AchievementIdentifier);
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}
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}
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}
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@@ -380,7 +380,7 @@ namespace Barotrauma
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#endif
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var charactersInSub = Character.CharacterList.FindAll(c =>
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!c.IsDead &&
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c.TeamID != Character.TeamType.FriendlyNPC &&
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c.TeamID != CharacterTeamType.FriendlyNPC &&
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!(c.AIController is EnemyAIController) &&
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(c.Submarine == gameSession.Submarine || (Level.Loaded?.EndOutpost != null && c.Submarine == Level.Loaded.EndOutpost)));
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