Unstable 0.17.5.0
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@@ -831,7 +831,13 @@ namespace Barotrauma
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}
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List<Point> ruinPositions = new List<Point>();
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for (int i = 0; i < GenerationParams.RuinCount; i++)
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int ruinCount = GenerationParams.RuinCount;
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if (GameMain.GameSession?.GameMode?.Missions.Any(m => m.Prefab.RequireRuin) ?? false)
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{
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ruinCount = Math.Max(ruinCount, 1);
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}
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for (int i = 0; i < ruinCount; i++)
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{
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Point ruinSize = new Point(5000);
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int limitLeft = Math.Max(startPosition.X, ruinSize.X / 2);
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@@ -387,14 +387,14 @@ namespace Barotrauma
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set;
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}
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[Serialize(3, IsPropertySaveable.Yes, description: "Minimum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)"), Editable(MinValueInt = 0, MaxValueInt = 1000)]
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[Serialize(10, IsPropertySaveable.Yes, description: "Minimum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)"), Editable(MinValueInt = 0, MaxValueInt = 1000)]
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public int AbyssResourceClustersMin
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{
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get;
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set;
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}
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[Serialize(20, IsPropertySaveable.Yes, description: "Maximum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)"), Editable(MinValueInt = 0, MaxValueInt = 1000)]
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[Serialize(50, IsPropertySaveable.Yes, description: "Maximum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)"), Editable(MinValueInt = 0, MaxValueInt = 1000)]
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public int AbyssResourceClustersMax
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{
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get;
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