Faction Test v1.0.1.0
This commit is contained in:
@@ -639,7 +639,7 @@ namespace Barotrauma
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{
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if (Submarine.MainSub == null) { return; }
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MapEntity.SelectedList.Clear();
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MapEntity.mapEntityList.ForEach(me => me.IsHighlighted = false);
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MapEntity.ClearHighlightedEntities();
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WikiImage.Create(Submarine.MainSub);
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}));
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@@ -752,7 +752,7 @@ namespace Barotrauma
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state = !GameMain.LightManager.LosEnabled;
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}
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GameMain.LightManager.LosEnabled = state;
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NewMessage("Line of sight effect " + (GameMain.LightManager.LosEnabled ? "enabled" : "disabled"), Color.White);
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NewMessage("Line of sight effect " + (GameMain.LightManager.LosEnabled ? "enabled" : "disabled"), Color.Yellow);
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});
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AssignRelayToServer("los", false);
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@@ -763,7 +763,7 @@ namespace Barotrauma
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state = !GameMain.LightManager.LightingEnabled;
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}
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GameMain.LightManager.LightingEnabled = state;
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NewMessage("Lighting " + (GameMain.LightManager.LightingEnabled ? "enabled" : "disabled"), Color.White);
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NewMessage("Lighting " + (GameMain.LightManager.LightingEnabled ? "enabled" : "disabled"), Color.Yellow);
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});
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AssignRelayToServer("lighting|lights", false);
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@@ -781,7 +781,7 @@ namespace Barotrauma
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hull.OriginalAmbientLight = null;
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}
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}
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NewMessage("Restored all hull ambient lights", Color.White);
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NewMessage("Restored all hull ambient lights", Color.Yellow);
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return;
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}
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@@ -803,11 +803,11 @@ namespace Barotrauma
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if (add)
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{
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NewMessage($"Set ambient light color to {color}.", Color.White);
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NewMessage($"Set ambient light color to {color}.", Color.Yellow);
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}
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else
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{
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NewMessage($"Increased ambient light by {color}.", Color.White);
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NewMessage($"Increased ambient light by {color}.", Color.Yellow);
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}
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});
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AssignRelayToServer("ambientlight", false);
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@@ -1124,10 +1124,32 @@ namespace Barotrauma
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state = !GameMain.DebugDraw;
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}
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GameMain.DebugDraw = state;
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NewMessage("Debug draw mode " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.White);
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NewMessage("Debug draw mode " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
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});
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AssignRelayToServer("debugdraw", false);
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AssignOnExecute("devmode", (string[] args) =>
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{
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if (args.None() || !bool.TryParse(args[0], out bool state))
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{
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state = !GameMain.DevMode;
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}
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GameMain.DevMode = state;
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if (GameMain.DevMode)
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{
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GameMain.LightManager.LightingEnabled = false;
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GameMain.LightManager.LosEnabled = false;
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}
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else
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{
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GameMain.LightManager.LightingEnabled = true;
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GameMain.LightManager.LosEnabled = true;
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GameMain.LightManager.LosAlpha = 1f;
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}
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NewMessage("Dev mode " + (GameMain.DevMode ? "enabled" : "disabled"), Color.White);
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});
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AssignRelayToServer("devmode", false);
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AssignOnExecute("debugdrawlocalization", (string[] args) =>
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{
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if (args.None() || !bool.TryParse(args[0], out bool state))
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@@ -1135,7 +1157,7 @@ namespace Barotrauma
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state = !TextManager.DebugDraw;
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}
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TextManager.DebugDraw = state;
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NewMessage("Localization debug draw mode " + (TextManager.DebugDraw ? "enabled" : "disabled"), Color.White);
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NewMessage("Localization debug draw mode " + (TextManager.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
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});
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AssignRelayToServer("debugdraw", false);
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@@ -1148,19 +1170,19 @@ namespace Barotrauma
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var config = GameSettings.CurrentConfig;
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config.Audio.DisableVoiceChatFilters = state;
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GameSettings.SetCurrentConfig(config);
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NewMessage("Voice chat filters " + (GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters ? "disabled" : "enabled"), Color.White);
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NewMessage("Voice chat filters " + (GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters ? "disabled" : "enabled"), Color.Yellow);
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});
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AssignRelayToServer("togglevoicechatfilters", false);
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commands.Add(new Command("fpscounter", "fpscounter: Toggle the FPS counter.", (string[] args) =>
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{
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GameMain.ShowFPS = !GameMain.ShowFPS;
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NewMessage("FPS counter " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.White);
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NewMessage("FPS counter " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
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}));
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commands.Add(new Command("showperf", "showperf: Toggle performance statistics on/off.", (string[] args) =>
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{
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GameMain.ShowPerf = !GameMain.ShowPerf;
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NewMessage("Performance statistics " + (GameMain.ShowPerf ? "enabled" : "disabled"), Color.White);
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NewMessage("Performance statistics " + (GameMain.ShowPerf ? "enabled" : "disabled"), Color.Yellow);
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}));
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AssignOnClientExecute("netstats", (string[] args) =>
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@@ -1172,55 +1194,55 @@ namespace Barotrauma
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commands.Add(new Command("hudlayoutdebugdraw|debugdrawhudlayout", "hudlayoutdebugdraw: Toggle the debug drawing mode of HUD layout areas on/off.", (string[] args) =>
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{
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HUDLayoutSettings.DebugDraw = !HUDLayoutSettings.DebugDraw;
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NewMessage("HUD layout debug draw mode " + (HUDLayoutSettings.DebugDraw ? "enabled" : "disabled"), Color.White);
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NewMessage("HUD layout debug draw mode " + (HUDLayoutSettings.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
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}));
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commands.Add(new Command("interactdebugdraw|debugdrawinteract", "interactdebugdraw: Toggle the debug drawing mode of item interaction ranges on/off.", (string[] args) =>
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{
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Character.DebugDrawInteract = !Character.DebugDrawInteract;
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NewMessage("Interact debug draw mode " + (Character.DebugDrawInteract ? "enabled" : "disabled"), Color.White);
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NewMessage("Interact debug draw mode " + (Character.DebugDrawInteract ? "enabled" : "disabled"), Color.Yellow);
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}, isCheat: true));
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AssignOnExecute("togglehud|hud", (string[] args) =>
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{
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GUI.DisableHUD = !GUI.DisableHUD;
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GameMain.Instance.IsMouseVisible = !GameMain.Instance.IsMouseVisible;
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NewMessage(GUI.DisableHUD ? "Disabled HUD" : "Enabled HUD", Color.White);
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NewMessage(GUI.DisableHUD ? "Disabled HUD" : "Enabled HUD", Color.Yellow);
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});
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AssignRelayToServer("togglehud|hud", false);
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AssignOnExecute("toggleupperhud", (string[] args) =>
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{
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GUI.DisableUpperHUD = !GUI.DisableUpperHUD;
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NewMessage(GUI.DisableUpperHUD ? "Disabled upper HUD" : "Enabled upper HUD", Color.White);
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NewMessage(GUI.DisableUpperHUD ? "Disabled upper HUD" : "Enabled upper HUD", Color.Yellow);
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});
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AssignRelayToServer("toggleupperhud", false);
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AssignOnExecute("toggleitemhighlights", (string[] args) =>
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{
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GUI.DisableItemHighlights = !GUI.DisableItemHighlights;
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NewMessage(GUI.DisableItemHighlights ? "Disabled item highlights" : "Enabled item highlights", Color.White);
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NewMessage(GUI.DisableItemHighlights ? "Disabled item highlights" : "Enabled item highlights", Color.Yellow);
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});
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AssignRelayToServer("toggleitemhighlights", false);
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AssignOnExecute("togglecharacternames", (string[] args) =>
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{
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GUI.DisableCharacterNames = !GUI.DisableCharacterNames;
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NewMessage(GUI.DisableCharacterNames ? "Disabled character names" : "Enabled character names", Color.White);
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NewMessage(GUI.DisableCharacterNames ? "Disabled character names" : "Enabled character names", Color.Yellow);
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});
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AssignRelayToServer("togglecharacternames", false);
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AssignOnExecute("followsub", (string[] args) =>
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{
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Camera.FollowSub = !Camera.FollowSub;
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NewMessage(Camera.FollowSub ? "Set the camera to follow the closest submarine" : "Disabled submarine following.", Color.White);
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NewMessage(Camera.FollowSub ? "Set the camera to follow the closest submarine" : "Disabled submarine following.", Color.Yellow);
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});
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AssignRelayToServer("followsub", false);
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AssignOnExecute("toggleaitargets|aitargets", (string[] args) =>
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{
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AITarget.ShowAITargets = !AITarget.ShowAITargets;
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NewMessage(AITarget.ShowAITargets ? "Enabled AI target drawing" : "Disabled AI target drawing", Color.White);
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NewMessage(AITarget.ShowAITargets ? "Enabled AI target drawing" : "Disabled AI target drawing", Color.Yellow);
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});
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AssignRelayToServer("toggleaitargets|aitargets", false);
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@@ -1229,21 +1251,49 @@ namespace Barotrauma
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HumanAIController.debugai = !HumanAIController.debugai;
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if (HumanAIController.debugai)
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{
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GameMain.DevMode = true;
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GameMain.DebugDraw = true;
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GameMain.LightManager.LightingEnabled = false;
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GameMain.LightManager.LosEnabled = false;
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}
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else
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{
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GameMain.DevMode = false;
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GameMain.DebugDraw = false;
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GameMain.LightManager.LightingEnabled = true;
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GameMain.LightManager.LosEnabled = true;
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GameMain.LightManager.LosAlpha = 1f;
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}
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NewMessage(HumanAIController.debugai ? "AI debug info visible" : "AI debug info hidden", Color.White);
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NewMessage(HumanAIController.debugai ? "AI debug info visible" : "AI debug info hidden", Color.Yellow);
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});
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AssignRelayToServer("debugai", false);
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AssignOnExecute("showmonsters", (string[] args) =>
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{
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CreatureMetrics.UnlockAll = true;
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CreatureMetrics.Save();
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NewMessage("All monsters are now visible in the character editor.", Color.Yellow);
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if (Screen.Selected == GameMain.CharacterEditorScreen)
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{
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GameMain.CharacterEditorScreen.Deselect();
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GameMain.CharacterEditorScreen.Select();
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}
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});
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AssignRelayToServer("showmonsters", false);
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AssignOnExecute("hidemonsters", (string[] args) =>
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{
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CreatureMetrics.UnlockAll = false;
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CreatureMetrics.Save();
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NewMessage("All monsters that haven't yet been encountered in the game are now hidden in the character editor.", Color.Yellow);
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if (Screen.Selected == GameMain.CharacterEditorScreen)
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{
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GameMain.CharacterEditorScreen.Deselect();
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GameMain.CharacterEditorScreen.Select();
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}
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});
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AssignRelayToServer("hidemonsters", false);
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AssignRelayToServer("water|editwater", false);
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AssignRelayToServer("fire|editfire", false);
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