Fixed mutliplayer-only missions being taken into account in the eventprobability calculation even in single player mode, which missions are sp/mp-only is determined in the mission config files
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@@ -178,11 +178,12 @@
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<CombatMission
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name="Search and Destroy"
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description="[location1] and [location2] are at war! Eliminate the enemy crew and return to base."
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commonness="100"
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multiplayeronly="true"
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commonness="20"
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reward="2000"
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successmessage="[winner] has defeated [loser]!"
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failuremessage="Both crews have perished.">
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<message header="Crew eliminated" text="[location1] has fallen! Navigate back to your base."/>
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<message header="Crew eliminated" text="[location2] has fallen! Navigate back to your base."/>
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failuremessage="Both crews have perished.">
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<message header="Crew eliminated" text="[location1] has fallen! Navigate back to your base."/>
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<message header="Crew eliminated" text="[location2] has fallen! Navigate back to your base."/>
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</CombatMission>
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</Missions>
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@@ -8,7 +8,7 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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class CargoMission : Mission, SinglePlayerMission
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class CargoMission : Mission
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{
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private XElement itemConfig;
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@@ -74,6 +74,12 @@ namespace Barotrauma
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GameMain.Server.AllowRespawn = false;
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}
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if (GameMain.NetworkMember == null)
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{
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DebugConsole.ThrowError("Combat missions cannot be played in the single player mode.");
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return;
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}
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Items.Components.Radar.StartMarker = Locations[0];
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Items.Components.Radar.EndMarker = Locations[1];
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TeamASub = Submarine.MainSubs[0];
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@@ -159,6 +165,8 @@ namespace Barotrauma
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public override void End()
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{
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if (GameMain.NetworkMember==null) return;
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bool ADead = TeamACrew.All(c => c.IsDead || c.IsUnconscious);
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bool BDead = TeamBCrew.All(c => c.IsDead || c.IsUnconscious);
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@@ -148,8 +148,15 @@ namespace Barotrauma
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matchingElements = doc.Root.Elements().ToList().FindAll(m => m.Name.ToString().ToLowerInvariant().Replace("mission", "") == missionType);
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}
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if (isSinglePlayer)
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{
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matchingElements.RemoveAll(m => ToolBox.GetAttributeBool(m, "multiplayeronly", false));
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}
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else
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{
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matchingElements.RemoveAll(m => ToolBox.GetAttributeBool(m, "singleplayeronly", false));
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}
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int i = 0;
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foreach (XElement element in matchingElements)
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{
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@@ -185,8 +192,6 @@ namespace Barotrauma
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continue;
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}
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if (isSinglePlayer && t.GetInterface("Barotrauma.SinglePlayerMission")==null) continue;
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ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
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object instance = constructor.Invoke(new object[] { element });
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@@ -253,9 +258,4 @@ namespace Barotrauma
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mode.Money += reward;
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}
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}
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interface SinglePlayerMission
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{
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//all valid single player missions should inherit this
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}
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}
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@@ -5,7 +5,7 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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class MonsterMission : Mission, SinglePlayerMission
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class MonsterMission : Mission
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{
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private string monsterFile;
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@@ -8,7 +8,7 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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class SalvageMission : Mission, SinglePlayerMission
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class SalvageMission : Mission
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{
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private ItemPrefab itemPrefab;
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