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 Barotrauma.Networking;
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using System.Linq;
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using System.Collections.Generic;
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using System.Reflection;
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using System.ComponentModel;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class NetLobbyScreen : Screen
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{
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public bool IsServer;
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public string ServerName = "Server";
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private UInt16 lastUpdateID;
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public UInt16 LastUpdateID
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{
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get { if (GameMain.Server != null && lastUpdateID < 1) lastUpdateID++; return lastUpdateID; }
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set { if (GameMain.Server != null) return; lastUpdateID = value; }
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}
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//for guitextblock delegate
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public string GetServerName()
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{
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return ServerName;
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}
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private string levelSeed = "";
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private float autoRestartTimer;
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public string AutoRestartText()
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{
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if (GameMain.Server != null)
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{
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if (!GameMain.Server.AutoRestart) return "";
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return "Restarting in " + ToolBox.SecondsToReadableTime(Math.Max(GameMain.Server.AutoRestartTimer, 0));
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}
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if (autoRestartTimer == 0.0f) return "";
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return "Restarting in " + ToolBox.SecondsToReadableTime(Math.Max(autoRestartTimer, 0));
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}
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public void ToggleTraitorsEnabled(int dir)
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{
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if (GameMain.Server == null) return;
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lastUpdateID++;
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int index = (int)GameMain.Server.TraitorsEnabled + dir;
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if (index < 0) index = 2;
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if (index > 2) index = 0;
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SetTraitorsEnabled((YesNoMaybe)index);
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}
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public void SetTraitorsEnabled(YesNoMaybe enabled)
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{
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if (GameMain.Server != null) GameMain.Server.TraitorsEnabled = enabled;
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#if CLIENT
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(traitorProbabilityText as GUITextBlock).Text = enabled.ToString();
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#endif
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}
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}
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}
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