(6d989732) Unstable v0.9.708.0
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@@ -226,7 +226,7 @@ namespace Barotrauma
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}
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ReportButtonFrame = new GUILayoutGroup(new RectTransform(
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new Point((HUDLayoutSettings.ChatBoxArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.ChatBoxArea.Height - chatBox.ToggleButton.Rect.Height), guiFrame.RectTransform))
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new Point((HUDLayoutSettings.ChatBoxArea.Height - chatBox.ToggleButton.Rect.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.ChatBoxArea.Height - chatBox.ToggleButton.Rect.Height), guiFrame.RectTransform))
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{
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AbsoluteSpacing = (int)(5 * GUI.Scale),
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UserData = "reportbuttons",
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@@ -1604,13 +1604,8 @@ namespace Barotrauma
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private void CreateOrderCategoryNodes()
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{
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var points = shortcutCenterNode != null ?
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GetCircumferencePointCount(availableCategories.Count) :
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availableCategories.Count;
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var firstAngle = shortcutCenterNode != null ?
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GetFirstNodeAngle(availableCategories.Count) :
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0.0f;
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var offsets = MathUtils.GetPointsOnCircumference(Vector2.Zero, nodeDistance, points, firstAngle);
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// TODO: Calculate firstAngle parameter based on category count
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var offsets = MathUtils.GetPointsOnCircumference(Vector2.Zero, nodeDistance, availableCategories.Count, MathHelper.ToRadians(225));
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var offsetIndex = 0;
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availableCategories.ForEach(oc => CreateOrderCategoryNode(oc, offsets[offsetIndex++].ToPoint(), offsetIndex));
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}
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@@ -2396,7 +2391,7 @@ namespace Barotrauma
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var reportButtonParent = ChatBox ?? GameMain.Client?.ChatBox;
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if (reportButtonParent == null) { return; }
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ReportButtonFrame.RectTransform.AbsoluteOffset = new Point(reportButtonParent.GUIFrame.Rect.Right + (int)(10 * GUI.Scale), reportButtonParent.GUIFrame.Rect.Y - reportButtonParent.ToggleButton.Rect.Height);
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ReportButtonFrame.RectTransform.AbsoluteOffset = new Point(reportButtonParent.GUIFrame.Rect.Right + (int)(10 * GUI.Scale), reportButtonParent.GUIFrame.Rect.Y);
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bool hasFires = Character.Controlled.CurrentHull.FireSources.Count > 0;
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ToggleReportButton("reportfire", hasFires);
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@@ -2445,15 +2440,22 @@ namespace Barotrauma
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{
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Character character;
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character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, characterInfos[i].Name);
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if (character.Info != null && !character.Info.StartItemsGiven)
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{
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character.GiveJobItems(waypoints[i]);
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character.Info.StartItemsGiven = true;
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}
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if (character.Info?.InventoryData != null)
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if (character.Info != null)
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{
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character.Info.SpawnInventoryItems(character.Inventory, character.Info.InventoryData);
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if (!character.Info.StartItemsGiven && character.Info.InventoryData != null)
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{
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DebugConsole.ThrowError($"Error when initializing a single player round: character \"{character.Name}\" has not been given their initial items but has saved inventory data. Using the saved inventory data instead of giving the character new items.");
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}
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if (character.Info.InventoryData != null)
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{
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character.Info.SpawnInventoryItems(character.Inventory, character.Info.InventoryData);
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}
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else if (!character.Info.StartItemsGiven)
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{
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character.GiveJobItems(waypoints[i]);
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}
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character.Info.StartItemsGiven = true;
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}
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AddCharacter(character);
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