v1.6.19.1 (Unto the Breach Hotfix 1)
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@@ -2726,7 +2726,7 @@ namespace Barotrauma
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UpdateJobPreferences(GameMain.Client?.CharacterInfo ?? Character.Controlled?.Info);
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JobSelectionFrame = null;
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RefreshChatrow(); // to enable/disable team chat according to current selection
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return true;
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};
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@@ -4772,19 +4772,29 @@ namespace Barotrauma
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{
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TeamChatSelected = false;
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}
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chatInput = new GUITextBox(new RectTransform(new Vector2(0.75f, 1.0f), chatRow.RectTransform, Anchor.CenterRight))
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{
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MaxTextLength = ChatMessage.MaxLength,
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Font = GUIStyle.SmallFont,
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DeselectAfterMessage = false
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};
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micIcon = new GUIImage(new RectTransform(new Vector2(0.05f, 1.0f), chatRow.RectTransform), style: "GUIMicrophoneUnavailable");
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chatInput.Select();
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if (chatInput != null)
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{
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chatInput.RectTransform.Parent = chatRow.RectTransform;
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}
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else
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{
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chatInput = new GUITextBox(new RectTransform(new Vector2(0.75f, 1.0f), chatRow.RectTransform, Anchor.CenterRight))
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{
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MaxTextLength = ChatMessage.MaxLength,
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Font = GUIStyle.SmallFont,
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DeselectAfterMessage = false
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};
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micIcon = new GUIImage(new RectTransform(new Vector2(0.05f, 1.0f), chatRow.RectTransform), style: "GUIMicrophoneUnavailable");
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chatInput.Select();
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}
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//this needs to be done even if we're using the existing chatinput instance instead of creating a new one,
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//because the client might not have existed when the input box was first created
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if (GameMain.Client != null)
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{
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chatInput.ResetDelegates();
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chatInput.OnEnterPressed = GameMain.Client.EnterChatMessage;
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chatInput.OnTextChanged += GameMain.Client.TypingChatMessage;
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chatInput.OnDeselected += (sender, key) =>
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