Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class GameMode
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{
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public static List<GameModePreset> PresetList = new List<GameModePreset>();
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protected DateTime startTime;
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//public readonly bool IsSinglePlayer;
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protected bool isRunning;
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//protected string name;
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protected GameModePreset preset;
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private string endMessage;
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public virtual Mission Mission
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{
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get { return null; }
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}
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public bool IsRunning
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{
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get { return isRunning; }
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}
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public bool IsSinglePlayer
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{
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get { return preset.IsSinglePlayer; }
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}
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public string Name
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{
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get { return preset.Name; }
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}
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public string EndMessage
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{
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get { return endMessage; }
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}
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public GameModePreset Preset
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{
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get { return preset; }
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}
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public GameMode(GameModePreset preset, object param)
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{
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this.preset = preset;
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}
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public virtual void Start()
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{
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startTime = DateTime.Now;
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//if (duration!=TimeSpan.Zero)
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//{
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// endTime = startTime + duration;
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// this.duration = duration;
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// timerBar = new GUIProgressBar(new Rectangle(GameMain.GraphicsWidth - 120, 20, 100, 25), Color.Gold, 0.0f, null);
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//}
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endMessage = "The round has ended!";
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isRunning = true;
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}
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public virtual void MsgBox() { }
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public virtual void AddToGUIUpdateList() { }
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public virtual void Update(float deltaTime)
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{
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//if (!isRunning) return;
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//if (duration != TimeSpan.Zero)
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//{
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// double elapsedTime = (DateTime.Now - startTime).TotalSeconds;
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// timerBar.BarSize = (float)(elapsedTime / duration.TotalSeconds);
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//}
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//if (DateTime.Now >= endTime)
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//{
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// End(endMessage);
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//}
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}
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public virtual void End(string endMessage = "")
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{
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isRunning = false;
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if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
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GameMain.GameSession.EndShift(endMessage);
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}
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}
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}
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@@ -0,0 +1,57 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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namespace Barotrauma
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{
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class GameModePreset
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{
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public static List<GameModePreset> list = new List<GameModePreset>();
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public ConstructorInfo Constructor;
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public string Name;
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public bool IsSinglePlayer;
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public string Description;
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public GameModePreset(string name, Type type, bool isSinglePlayer = false)
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{
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this.Name = name;
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Constructor = type.GetConstructor(new Type[] { typeof(GameModePreset), typeof(object) });
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IsSinglePlayer = isSinglePlayer;
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list.Add(this);
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}
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public GameMode Instantiate(object param)
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{
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object[] lobject = new object[] { this, param };
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return (GameMode)Constructor.Invoke(lobject);
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}
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public static void Init()
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{
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#if CLIENT
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new GameModePreset("Single Player", typeof(SinglePlayerMode), true);
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new GameModePreset("Tutorial", typeof(TutorialMode), true);
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#endif
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var mode = new GameModePreset("SandBox", typeof(GameMode), false);
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mode.Description = "A game mode with no specific objectives.";
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//mode = new GameModePreset("Traitor", typeof(TraitorMode), false);
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//mode.Description = "One of the players is selected as a traitor and given a secret objective. "
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// + "The rest of the crew will win if they reach the end of the level or kill the traitor "
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// + "before the objective is completed.";
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mode = new GameModePreset("Mission", typeof(MissionMode), false);
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mode.Description = "The crew must work together to complete a specific task, such as retrieving "
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+ "an alien artifact or killing a creature that's terrorizing nearby outposts. The game ends "
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+ "when the task is completed or everyone in the crew has died.";
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}
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}
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}
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@@ -0,0 +1,26 @@
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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partial class MissionMode : GameMode
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{
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private Mission mission;
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public override Mission Mission
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{
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get
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{
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return mission;
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}
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}
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public MissionMode(GameModePreset preset, object param)
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: base(preset, param)
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{
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Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
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MTRandom rand = new MTRandom(ToolBox.StringToInt(GameMain.NetLobbyScreen.LevelSeed));
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mission = Mission.LoadRandom(locations, rand, param as string);
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}
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}
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}
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@@ -0,0 +1,125 @@
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using Barotrauma.Networking;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class TraitorManager
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{
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public Character TraitorCharacter
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{
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get { return traitorCharacter; }
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}
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public Character TargetCharacter
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{
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get { return targetCharacter; }
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}
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private Character traitorCharacter, targetCharacter;
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public TraitorManager(GameServer server)
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{
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Start(server);
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}
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private void Start(GameServer server)
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{
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if (server == null) return;
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List<Character> characters = new List<Character>();
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foreach (Client client in server.ConnectedClients)
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{
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if (client.Character != null)
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characters.Add(client.Character);
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}
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if (server.Character!= null) characters.Add(server.Character);
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if (characters.Count < 2)
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{
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traitorCharacter = null;
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targetCharacter = null;
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return;
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}
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int traitorIndex = Rand.Range(0, characters.Count);
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int targetIndex = Rand.Range(0, characters.Count);
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while (targetIndex == traitorIndex)
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{
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targetIndex = Rand.Range(0, characters.Count);
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}
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traitorCharacter = characters[traitorIndex];
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targetCharacter = characters[targetIndex];
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#if CLIENT
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if (server.Character == null)
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{
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new GUIMessageBox("New traitor", traitorCharacter.Name + " is the traitor and the target is " + targetCharacter.Name+".");
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}
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else if (server.Character == traitorCharacter)
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{
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CreateStartPopUp(traitorCharacter.Name);
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return;
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}
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#endif
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}
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public string GetEndMessage()
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{
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if (GameMain.Server == null || traitorCharacter == null || targetCharacter == null) return "";
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string endMessage = "";
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if (targetCharacter.IsDead && !traitorCharacter.IsDead)
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". The task was successful.";
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}
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else if (targetCharacter.IsDead && traitorCharacter.IsDead)
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". The task was successful, but luckily the bastard didn't make it out alive either.";
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}
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else if (traitorCharacter.IsDead)
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " got " + ((traitorCharacter.Info.Gender == Gender.Male) ? "himself" : "herself");
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endMessage += " killed before completing it.";
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}
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else
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". ";
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endMessage += (Submarine.MainSub.AtEndPosition) ?
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"The task was unsuccessful - the submarine has reached its destination." :
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"The task was unsuccessful.";
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}
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return endMessage;
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}
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//public void CharacterLeft(Character character)
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//{
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// if (character != traitorCharacter && character != targetCharacter) return;
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// if (character == traitorCharacter)
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// {
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// string endMessage = "The traitor has disconnected from the server.";
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// End(endMessage);
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// }
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// else if (character == targetCharacter)
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// {
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// string endMessage = "The traitor's target has disconnected from the server.";
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// End(endMessage);
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// }
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//}
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}
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}
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