Build 0.20.9.0
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@@ -764,7 +764,7 @@ namespace Barotrauma
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/// </remarks>
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public static ImmutableHashSet<Character> GetSessionCrewCharacters(CharacterType type)
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{
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if (GameMain.GameSession.CrewManager is not { } crewManager) { return ImmutableHashSet<Character>.Empty; }
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if (GameMain.GameSession?.CrewManager is not { } crewManager) { return ImmutableHashSet<Character>.Empty; }
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IEnumerable<Character> players;
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IEnumerable<Character> bots;
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@@ -907,7 +907,7 @@ namespace Barotrauma
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{
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GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"), RoundDuration);
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GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Name.Value ?? "none"), RoundDuration);
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GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0), RoundDuration);
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GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count ?? 0), RoundDuration);
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foreach (Mission mission in missions)
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{
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GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier + ":" + (mission.Completed ? "Completed" : "Failed"), RoundDuration);
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