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 System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class GameSession
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{
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public enum InfoFrameTab { Crew, Mission, ManagePlayers };
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public readonly TaskManager TaskManager;
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public readonly GameMode gameMode;
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//two locations used as the start and end in the MP mode
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private Location[] dummyLocations;
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private string saveFile;
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private Submarine submarine;
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#if CLIENT
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public CrewManager CrewManager;
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#endif
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private Mission currentMission;
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public Mission Mission
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{
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get
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{
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return currentMission;
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}
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}
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private Level level;
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public Level Level
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{
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get { return level; }
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}
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public Location StartLocation
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{
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get
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{
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if (Map != null) return Map.CurrentLocation;
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if (dummyLocations==null)
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{
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CreateDummyLocations();
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}
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return dummyLocations[0];
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}
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}
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public Location EndLocation
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{
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get
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{
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if (Map != null) return Map.SelectedLocation;
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if (dummyLocations == null)
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{
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CreateDummyLocations();
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}
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return dummyLocations[1];
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}
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}
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public Submarine Submarine
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{
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get { return submarine; }
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set { submarine = value; }
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}
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public string SaveFile
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{
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get { return saveFile; }
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}
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public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null, string missionType="")
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{
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Submarine.MainSub = submarine;
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GameMain.GameSession = this;
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TaskManager = new TaskManager(this);
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this.saveFile = saveFile;
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#if CLIENT
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CrewManager = new CrewManager();
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infoButton = new GUIButton(new Rectangle(10, 10, 100, 20), "Info", "", null);
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infoButton.OnClicked = ToggleInfoFrame;
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#endif
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if (gameModePreset != null) gameMode = gameModePreset.Instantiate(missionType);
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this.submarine = submarine;
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}
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public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
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: this(selectedSub, saveFile)
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{
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Submarine.MainSub = submarine;
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GameMain.GameSession = this;
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selectedSub.Name = ToolBox.GetAttributeString(doc.Root, "submarine", selectedSub.Name);
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#if CLIENT
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CrewManager = new CrewManager();
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foreach (XElement subElement in doc.Root.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "gamemode") continue;
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gameMode = new SinglePlayerMode(subElement);
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}
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#endif
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}
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private void CreateDummyLocations()
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{
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dummyLocations = new Location[2];
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string seed = "";
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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seed = GameMain.GameSession.Level.Seed;
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}
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else if (GameMain.NetLobbyScreen != null)
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{
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seed = GameMain.NetLobbyScreen.LevelSeed;
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}
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MTRandom rand = new MTRandom(ToolBox.StringToInt(seed));
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for (int i = 0; i < 2; i++)
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{
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dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f));
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}
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}
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public void StartShift(string levelSeed, bool loadSecondSub = false)
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{
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Level randomLevel = Level.CreateRandom(levelSeed);
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StartShift(randomLevel, true, loadSecondSub);
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}
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public void StartShift(Level level, bool reloadSub = true, bool loadSecondSub = false)
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{
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#if CLIENT
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GameMain.LightManager.LosEnabled = GameMain.NetworkMember == null || GameMain.NetworkMember.CharacterInfo != null;
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#endif
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this.level = level;
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if (submarine==null)
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{
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DebugConsole.ThrowError("Couldn't start game session, submarine not selected");
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return;
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}
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if (reloadSub || Submarine.MainSub != submarine) submarine.Load(true);
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Submarine.MainSub = submarine;
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if (loadSecondSub)
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{
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if (Submarine.MainSubs[1] == null)
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{
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Submarine.MainSubs[1] = new Submarine(Submarine.MainSub.FilePath,Submarine.MainSub.MD5Hash.Hash,true);
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Submarine.MainSubs[1].Load(false);
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}
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else if (reloadSub)
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{
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Submarine.MainSubs[1].Load(false);
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}
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}
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if (level != null)
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{
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level.Generate();
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submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
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#if CLIENT
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
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#endif
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}
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if (gameMode.Mission != null)
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{
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currentMission = gameMode.Mission;
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}
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if (gameMode!=null) gameMode.Start();
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if (gameMode.Mission != null) Mission.Start(Level.Loaded);
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TaskManager.StartShift(level);
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if (gameMode != null) gameMode.MsgBox();
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Entity.Spawner = new EntitySpawner();
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#if CLIENT
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shiftSummary = new ShiftSummary(this);
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GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);
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SoundPlayer.SwitchMusic();
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#endif
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}
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public void EndShift(string endMessage)
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{
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if (Mission != null) Mission.End();
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if (GameMain.Server != null)
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{
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//CoroutineManager.StartCoroutine(GameMain.Server.EndGame(endMessage));
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}
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else if (GameMain.Client == null)
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{
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//Submarine.Unload();
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GameMain.LobbyScreen.Select();
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}
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#if CLIENT
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if (shiftSummary != null)
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{
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GUIFrame summaryFrame = shiftSummary.CreateSummaryFrame(endMessage);
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GUIMessageBox.MessageBoxes.Add(summaryFrame);
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var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, "", summaryFrame.children[0]);
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okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(summaryFrame); return true; };
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}
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#endif
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TaskManager.EndShift();
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currentMission = null;
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StatusEffect.StopAll();
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}
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public void KillCharacter(Character character)
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{
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#if CLIENT
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CrewManager.KillCharacter(character);
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#endif
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}
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public void ReviveCharacter(Character character)
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{
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#if CLIENT
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CrewManager.ReviveCharacter(character);
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#endif
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}
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}
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}
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