(965c31410a) Unstable v0.10.4.0
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#nullable enable
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using System;
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using System.Linq;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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partial class UpgradeManager
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{
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partial void UpgradeNPCSpeak(string text, bool isSinglePlayer, Character? character)
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{
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if (Level.Loaded?.StartOutpost?.Info?.OutpostNPCs == null) { return; }
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if (character != null)
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{
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Speak(character);
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return;
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}
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foreach (Character npc in Level.Loaded.StartOutpost.Info.OutpostNPCs.SelectMany(kpv => kpv.Value))
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{
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if (npc.CampaignInteractionType == CampaignMode.InteractionType.Upgrade)
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{
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Speak(npc);
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break;
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}
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}
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void Speak(Character npc)
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{
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ChatMessage message = ChatMessage.Create(npc.Name, text, ChatMessageType.Default, npc);
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if (!isSinglePlayer)
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{
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GameMain.Client?.AddChatMessage(message);
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}
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else
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{
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GameMain.GameSession?.CrewManager?.AddSinglePlayerChatMessage(message);
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}
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}
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}
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/// <summary>
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/// Server has notified us that upgrades were reset.
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/// </summary>
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/// <param name="inc"></param>
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/// <see cref="UpgradeManager.SendUpgradeResetMessage"/>
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public void ClientRead(IReadMessage inc)
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{
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bool shouldReset = inc.ReadBoolean();
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int money = inc.ReadInt32();
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// uint length = inc.ReadUInt32();
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//
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// for (int i = 0; i < length; i++)
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// {
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// string key = inc.ReadString();
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// byte value = inc.ReadByte();
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// Metadata.SetValue(key, value);
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// }
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Campaign.Money = money;
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if (shouldReset)
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{
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ResetUpgrades();
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}
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// spentMoney is local, so this message box should only appear for those who have spent money on upgrades
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if (spentMoney > 0)
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{
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GUIMessageBox msgBox = new GUIMessageBox(TextManager.Get("UpgradeRefundTitle"), TextManager.Get("UpgradeRefundBody"), new [] { TextManager.Get("Ok") });
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msgBox.Buttons[0].OnClicked += msgBox.Close;
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}
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spentMoney = 0;
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PendingUpgrades.Clear();
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PurchasedUpgrades.Clear();
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CanUpgrade = false;
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}
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}
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}
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