(965c31410a) Unstable v0.10.4.0
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#nullable enable
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using System.Collections.Generic;
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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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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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npc.Speak(text, ChatMessageType.Default);
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break;
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}
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}
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}
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/// <summary>
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/// Sends a message to all clients telling them that all upgrades on the submarine were reset.
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/// </summary>
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/// <remarks>
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/// <param name="newUpgrades"/> is supposed to have a list of reloaded metadata but seeing as
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/// this method is currently only used when switching submarines and that disables the repair NPC
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/// until the next round so currently there's no need for it as we get the new values from the save
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/// file anyways.
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/// </remarks>
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/// <see cref="UpgradeManager.ClientRead"/>
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private void SendUpgradeResetMessage(Dictionary<string, int> newUpgrades)
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{
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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IWriteMessage outmsg = new WriteOnlyMessage();
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outmsg.Write((byte)ServerPacketHeader.RESET_UPGRADES);
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outmsg.Write(true);
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outmsg.Write(Campaign.Money);
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// outmsg.Write((uint)newUpgrades.Count);
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// foreach (var (key, value) in newUpgrades)
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// {
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// outmsg.Write(key);
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// outmsg.Write((byte)value);
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// }
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GameMain.Server?.ServerPeer?.Send(outmsg, c.Connection, DeliveryMethod.Reliable);
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}
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}
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}
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}
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