Unstable 0.1300.0.3
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@@ -473,7 +473,36 @@ namespace Barotrauma
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SelectedColor = MapGenerationParams.Instance.IndicatorColor,
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HoverColor = Color.Lerp(MapGenerationParams.Instance.IndicatorColor, Color.White, 0.5f)
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};
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missionName.Padding = new Vector4(missionName.Padding.X + icon.Rect.Width * 1.5f, missionName.Padding.Y, missionName.Padding.Z, missionName.Padding.W);
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icon.RectTransform.IsFixedSize = true;
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GUILayoutGroup difficultyIndicatorGroup = null;
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if (mission.Difficulty.HasValue)
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{
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difficultyIndicatorGroup = new GUILayoutGroup(new RectTransform(Vector2.One * 0.9f, missionName.RectTransform, anchor: Anchor.CenterRight, scaleBasis: ScaleBasis.Smallest) { AbsoluteOffset = new Point((int)missionName.Padding.Z, 0) },
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isHorizontal: true, childAnchor: Anchor.CenterRight)
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{
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AbsoluteSpacing = 1,
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UserData = "difficulty"
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};
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var difficultyColor = mission.GetDifficultyColor();
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for (int i = 0; i < mission.Difficulty; i++)
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{
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new GUIImage(new RectTransform(Vector2.One, difficultyIndicatorGroup.RectTransform, scaleBasis: ScaleBasis.Smallest) { IsFixedSize = true }, "DifficultyIndicator", scaleToFit: true)
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{
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Color = difficultyColor * 0.5f,
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SelectedColor = difficultyColor,
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HoverColor = Color.Lerp(difficultyColor, Color.White, 0.5f)
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};
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}
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}
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float extraPadding = 0.5f * icon.Rect.Width;
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float extraZPadding = difficultyIndicatorGroup != null ? mission.Difficulty.Value * (difficultyIndicatorGroup.Children.First().Rect.Width + difficultyIndicatorGroup.AbsoluteSpacing) : 0;
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missionName.Padding = new Vector4(missionName.Padding.X + icon.Rect.Width + extraPadding,
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missionName.Padding.Y,
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missionName.Padding.Z + extraZPadding + extraPadding,
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missionName.Padding.W);
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missionName.CalculateHeightFromText();
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}
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), missionTextContent.RectTransform), mission.GetMissionRewardText(), wrap: true, parseRichText: true);
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@@ -494,6 +523,10 @@ namespace Barotrauma
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missionPanel.OnAddedToGUIUpdateList = (c) =>
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{
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missionTextContent.Children.ForEach(child => child.State = c.State);
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if (missionTextContent.FindChild("difficulty", recursive: true) is GUILayoutGroup group)
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{
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group.State = c.State;
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}
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};
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if (mission != availableMissions.Last())
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