Giving crew members an ID card with clearances based on spawnpoint, level collision bugfixes, level exit/enter "shafts", moar entity ID bugfixes
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@@ -121,15 +121,15 @@ namespace Subsurface
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for (int i = 0; i < waypoints.Length; i++)
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{
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WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
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Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
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//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
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//Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
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Character character = new Character(characterInfos[i], waypoints[i]);
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Character.Controlled = character;
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if (!character.Info.StartItemsGiven)
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{
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character.GiveJobItems();
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character.GiveJobItems(waypoints[i]);
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character.Info.StartItemsGiven = true;
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}
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@@ -120,7 +120,7 @@ namespace Subsurface
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public void StartShift(TimeSpan duration, Level level)
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{
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//if (crewManager.characterInfos.Count == 0) return;
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Lights.LightManager.FowEnabled = (Game1.Server==null);
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this.level = level;
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@@ -131,10 +131,9 @@ namespace Subsurface
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if (level != null)
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{
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level.Generate(submarine == null ? 100.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height));
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submarine.SetPosition(level.StartPosition);
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submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
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}
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//crewManager.StartShift();
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taskManager.StartShift(level);
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}
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