(7788ec72a) Test issuing orders automatically.
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@@ -29,7 +29,7 @@ namespace Barotrauma
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if (!CheatsEnabled && IsCheat)
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{
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NewMessage("You need to enable cheats using the command \"enablecheats\" before you can use the command \"" + names[0] + "\".", Color.Red);
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if (Steam.SteamManager.USE_STEAM)
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if (GameMain.Config.UseSteam)
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{
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NewMessage("Enabling cheats will disable Steam achievements during this play session.", Color.Red);
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}
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@@ -340,7 +340,7 @@ namespace Barotrauma
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CheatsEnabled = true;
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SteamAchievementManager.CheatsEnabled = true;
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NewMessage("Enabled cheat commands.", Color.Red);
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if (Steam.SteamManager.USE_STEAM)
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if (GameMain.Config.UseSteam)
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{
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NewMessage("Steam achievements have been disabled during this play session.", Color.Red);
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}
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@@ -377,27 +377,23 @@ namespace Barotrauma
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GameMain.SubEditorScreen.Select();
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}));
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commands.Add(new Command("editparticles|particleeditor", "editparticles/particleeditor: Switch to the Particle Editor to edit particle effects.", (string[] args) =>
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commands.Add(new Command("editparticles|particleeditor", "", (string[] args) =>
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{
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GameMain.ParticleEditorScreen.Select();
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}));
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commands.Add(new Command("editlevels|leveleditor", "editlevels/leveleditor: Switch to the Level Editor to edit levels.", (string[] args) =>
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commands.Add(new Command("editlevels|editlevel|leveleditor", "", (string[] args) =>
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{
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GameMain.LevelEditorScreen.Select();
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}));
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commands.Add(new Command("editsprites|spriteeditor", "editsprites/spriteeditor: Switch to the Sprite Editor to edit the source rects and origins of sprites.", (string[] args) =>
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commands.Add(new Command("editsprites|editsprite|spriteeditor|spriteedit", "", (string[] args) =>
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{
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GameMain.SpriteEditorScreen.Select();
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}));
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commands.Add(new Command("editcharacters|charactereditor", "editcharacters/charactereditor: Switch to the Character Editor to edit/create the ragdolls and animations of characters.", (string[] args) =>
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commands.Add(new Command("charactereditor|editcharacter|editcharacters|editanimation|editanimations|animedit|animationeditor|animeditor|animationedit", "charactereditor: Edit characters, animations, ragdolls....", (string[] args) =>
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{
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if (Screen.Selected == GameMain.GameScreen)
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{
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NewMessage("WARNING: Switching between the character editor and the game view may cause odd behaviour or bugs. Use with caution.", Color.Orange);
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}
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GameMain.CharacterEditorScreen.Select();
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}));
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@@ -1096,8 +1092,8 @@ namespace Barotrauma
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</EntityName." + me.Identifier + ">");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</EntityDescription." + me.Identifier + ">");
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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@@ -1527,7 +1523,7 @@ namespace Barotrauma
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character.AnimController.ResetRagdoll();
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}, isCheat: true));
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commands.Add(new Command("reloadwearables", "Reloads the sprites of all limbs and wearable sprites (clothing) of the controlled character. Provide id or name if you want to target another character.", args =>
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commands.Add(new Command("reloadwearables|reloadlimbs", "Reloads the sprites of all limbs and wearable sprites (clothing) of the controlled character. Provide id or name if you want to target another character.", args =>
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{
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var character = (args.Length == 0) ? Character.Controlled : FindMatchingCharacter(args, true);
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if (character == null)
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@@ -1538,26 +1534,6 @@ namespace Barotrauma
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ReloadWearables(character);
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}, isCheat: true));
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commands.Add(new Command("loadwearable", "Force select certain variant for the selected character.", args =>
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{
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var character = Character.Controlled;
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if (character == null)
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{
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ThrowError("Not controlling any character.");
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return;
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}
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if (args.Length == 0)
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{
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ThrowError("No arguments provided! Give an index number for the variant starting from 1.");
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return;
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}
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if (int.TryParse(args[0], out int variant))
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{
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ReloadWearables(character, variant);
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}
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}, isCheat: true));
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commands.Add(new Command("reloadsprite|reloadsprites", "Reloads the sprites of the selected item(s)/structure(s) (hovering over or selecting in the subeditor) or the controlled character. Can also reload sprites by entity id or by the name attribute (sprite element). Example 1: reloadsprite id itemid. Example 2: reloadsprite name \"Sprite name\"", args =>
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{
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if (Screen.Selected is SpriteEditorScreen)
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@@ -1705,7 +1681,7 @@ namespace Barotrauma
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}, isCheat: true));
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}
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private static void ReloadWearables(Character character, int variant = 0)
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private static void ReloadWearables(Character character)
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{
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foreach (var limb in character.AnimController.Limbs)
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{
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@@ -1714,17 +1690,11 @@ namespace Barotrauma
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limb.DeformSprite?.Sprite.ReloadTexture();
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foreach (var wearable in limb.WearingItems)
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{
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if (variant > 0 && wearable.Variant > 0)
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{
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wearable.Variant = variant;
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}
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wearable.RefreshPath();
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wearable.Sprite.ReloadXML();
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wearable.Sprite.ReloadTexture();
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}
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foreach (var wearable in limb.OtherWearables)
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{
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wearable.RefreshPath();
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wearable.Sprite.ReloadXML();
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wearable.Sprite.ReloadTexture();
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}
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