Build 0.21.6.0
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@@ -21,7 +21,7 @@ namespace Barotrauma
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for (int i = 0; i < Submarine.MainSubs.Length; i++)
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{
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var sub = Submarine.MainSubs[i];
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if (sub == null || sub.Info.InitialSuppliesSpawned || !sub.Info.IsPlayer) { continue; }
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if (sub == null || sub.Info.InitialSuppliesSpawned || sub.Info.IsManuallyOutfitted || !sub.Info.IsPlayer) { continue; }
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//1st pass: items defined in the start item set, only spawned in the main sub (not drones/shuttles or other linked subs)
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SpawnStartItems(sub, startItemSet);
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//2nd pass: items defined using preferred containers, spawned in the main sub and all the linked subs (drones, shuttles etc)
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@@ -5,6 +5,7 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Xml.Linq;
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@@ -13,13 +14,11 @@ namespace Barotrauma
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abstract partial class CampaignMode : GameMode
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{
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[NetworkSerialize]
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public struct SaveInfo : INetSerializableStruct
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{
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public string FilePath;
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public int SaveTime;
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public string SubmarineName;
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public string[] EnabledContentPackageNames;
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}
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public readonly record struct SaveInfo(
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string FilePath,
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Option<SerializableDateTime> SaveTime,
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string SubmarineName,
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ImmutableArray<string> EnabledContentPackageNames) : INetSerializableStruct;
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public const int MaxMoney = int.MaxValue / 2; //about 1 billion
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public const int InitialMoney = 8500;
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@@ -1114,7 +1113,6 @@ namespace Barotrauma
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if (item.Components.None(c => c is Pickable)) { continue; }
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if (item.Components.Any(c => c is Pickable p && p.IsAttached)) { continue; }
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if (item.Components.Any(c => c is Wire w && w.Connections.Any(c => c != null))) { continue; }
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if (item.Container?.GetComponent<ItemContainer>() is { DrawInventory: false }) { continue; }
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itemsToTransfer.Add((item, item.Container));
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item.Submarine = null;
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}
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@@ -546,9 +546,7 @@ namespace Barotrauma
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StatusEffect.StopAll();
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#if CLIENT
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#if !DEBUG
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GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
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#endif
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GameMain.LightManager.LosEnabled = (GameMain.Client == null || GameMain.Client.CharacterInfo != null) && !GameMain.DevMode;
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if (GameMain.LightManager.LosEnabled) { GameMain.LightManager.LosAlpha = 1f; }
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if (GameMain.Client == null) { GameMain.LightManager.LosMode = GameSettings.CurrentConfig.Graphics.LosMode; }
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#endif
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@@ -1074,7 +1072,10 @@ namespace Barotrauma
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XDocument doc = new XDocument(new XElement("Gamesession"));
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XElement rootElement = doc.Root ?? throw new NullReferenceException("Game session XML element is invalid: document is null.");
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rootElement.Add(new XAttribute("savetime", ToolBox.Epoch.NowLocal));
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rootElement.Add(new XAttribute("savetime", SerializableDateTime.UtcNow.ToUnixTime()));
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#warning TODO: after this gets on main, replace savetime with the commented line
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//rootElement.Add(new XAttribute("savetime", SerializableDateTime.LocalNow));
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rootElement.Add(new XAttribute("version", GameMain.Version));
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if (Submarine?.Info != null && !Submarine.Removed && Campaign != null)
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{
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@@ -692,11 +692,13 @@ namespace Barotrauma
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/// Gets the progress that is shown on the store interface.
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/// Includes values stored in the metadata and <see cref="PendingUpgrades"/>, and takes submarine tier and class restrictions into account
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/// </summary>
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public int GetUpgradeLevel(UpgradePrefab prefab, UpgradeCategory category)
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/// <param name="info">Submarine used to determine the upgrade limit. If not defined, will default to the current sub.</param>
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public int GetUpgradeLevel(UpgradePrefab prefab, UpgradeCategory category, SubmarineInfo? info = null)
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{
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if (!Metadata.HasKey(FormatIdentifier(prefab, category))) { return GetPendingLevel(); }
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return Math.Min(GetRealUpgradeLevel(prefab, category) + GetPendingLevel(), prefab.GetMaxLevelForCurrentSub());
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int maxLevel = info is null ? prefab.GetMaxLevelForCurrentSub() : prefab.GetMaxLevel(info);
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return Math.Min(GetRealUpgradeLevel(prefab, category) + GetPendingLevel(), maxLevel);
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int GetPendingLevel()
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{
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@@ -713,6 +715,14 @@ namespace Barotrauma
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return !Metadata.HasKey(FormatIdentifier(prefab, category)) ? 0 : Metadata.GetInt(FormatIdentifier(prefab, category), 0);
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}
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/// <summary>
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/// Gets the level of the upgrade that is stored in the metadata. Takes into account the limits of the provided submarine.
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/// </summary>
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public int GetRealUpgradeLevelForSub(UpgradePrefab prefab, UpgradeCategory category, SubmarineInfo info)
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{
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return Math.Min(GetRealUpgradeLevel(prefab, category), prefab.GetMaxLevel(info));
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}
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/// <summary>
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/// Stores the target upgrade level in the campaign metadata.
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/// </summary>
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