Faction Test v1.0.1.0
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@@ -1,5 +1,4 @@
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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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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@@ -8,7 +7,7 @@ using System.Linq;
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namespace Barotrauma
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{
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class MissionAction : EventAction
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partial class MissionAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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public Identifier MissionIdentifier { get; set; }
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@@ -106,7 +105,8 @@ namespace Barotrauma
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IconColor = unlockedMission.Prefab.IconColor
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};
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#else
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NotifyMissionUnlock(unlockedMission, unlockLocation);
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missionsUnlockedThisRound.Add(unlockedMission);
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NotifyMissionUnlock(unlockedMission);
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#endif
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}
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}
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@@ -186,21 +186,5 @@ namespace Barotrauma
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MissionAction)} -> ({(MissionIdentifier.IsEmpty ? MissionTag : MissionIdentifier)})";
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}
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#if SERVER
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private static void NotifyMissionUnlock(Mission mission, Location unlockLocation)
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{
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foreach (Client client in GameMain.Server.ConnectedClients)
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{
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IWriteMessage outmsg = new WriteOnlyMessage();
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outmsg.WriteByte((byte)ServerPacketHeader.EVENTACTION);
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outmsg.WriteByte((byte)EventManager.NetworkEventType.MISSION);
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outmsg.WriteIdentifier(mission.Prefab.Identifier);
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outmsg.WriteInt32(GameMain.GameSession?.Map?.Locations.IndexOf(unlockLocation) ?? -1);
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outmsg.WriteString(mission.Name.Value);
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GameMain.Server.ServerPeer.Send(outmsg, client.Connection, DeliveryMethod.Reliable);
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}
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}
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#endif
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}
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}
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