Added traitor code words
Fixed host never being traitor
This commit is contained in:
@@ -222,6 +222,9 @@
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<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\watcher.xml">
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<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\watcher.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\CodeWords.txt">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\damageshader.fx" />
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<Content Include="$(MSBuildThisFileDirectory)Content\damageshader.fx" />
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<Content Include="$(MSBuildThisFileDirectory)Content\InfoTexts.xml">
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<Content Include="$(MSBuildThisFileDirectory)Content\InfoTexts.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@@ -0,0 +1,75 @@
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carrier
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charybdis
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coelanth
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crawler
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endworm
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guardian
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husk
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mantis
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moloch
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thresher
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watcher
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water
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submarine
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red
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green
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blue
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yellow
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toxic
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explosive
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combustible
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crate
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renegade
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ally
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teamwork
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railgun
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nonsense
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abyss
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artifact
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party
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signal
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airlock
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scooter
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ruins
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C4
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Compound-N
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hyperzine
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plasma
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morbusine
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oxygenite
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revolver
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harpoon
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ocean
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wrench
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door
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man
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comrade
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mask
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diving
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monitor
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lights
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battery
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junction
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button
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locker
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crate
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honk
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clown
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horn
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grenade
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stun
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baton
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circuit
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death
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life
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fish
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shark
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damage
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ruins
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shaft
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aft
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starboard
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ice
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cold
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hot
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fire
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@@ -102,6 +102,16 @@ namespace Barotrauma
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NewMessage("***************", Color.Cyan);
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NewMessage("***************", Color.Cyan);
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}));
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}));
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commands.Add(new Command("traitorlist", "traitorlist: List all the traitors and their targets.", (string[] args) =>
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{
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if (GameMain.Server == null) return;
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TraitorManager traitorManager = GameMain.Server.TraitorManager;
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if (traitorManager == null) return;
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foreach (Traitor T in traitorManager.TraitorList)
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{
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NewMessage("- Traitor " + T.Character.Name + "'s target is " + T.TargetCharacter.Name + ".", Color.Cyan);
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}
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}));
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commands.Add(new Command("createfilelist", "", (string[] args) =>
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commands.Add(new Command("createfilelist", "", (string[] args) =>
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{
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{
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@@ -1,5 +1,6 @@
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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namespace Barotrauma
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namespace Barotrauma
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{
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{
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@@ -16,6 +17,8 @@ namespace Barotrauma
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partial class TraitorManager
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partial class TraitorManager
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{
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{
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private static string CodeWords = Path.Combine("Content", "CodeWords.txt");
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public List<Traitor> TraitorList
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public List<Traitor> TraitorList
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{
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{
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get { return traitorList; }
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get { return traitorList; }
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@@ -47,14 +50,21 @@ namespace Barotrauma
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traitorCandidates.Add(client.Character);
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traitorCandidates.Add(client.Character);
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}
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}
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}
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}
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if (server.Character!= null) characters.Add(server.Character); //Add host character
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if (server.Character != null)
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{
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characters.Add(server.Character); //Add host character
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traitorCandidates.Add(server.Character);
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}
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if (characters.Count < 2)
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if (characters.Count < 2)
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{
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{
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return;
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return;
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}
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}
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string codeWords = ToolBox.GetRandomLine(CodeWords) + ", " + ToolBox.GetRandomLine(CodeWords);
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string codeResponse = ToolBox.GetRandomLine(CodeWords) + ", " + ToolBox.GetRandomLine(CodeWords);
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traitorList = new List<Traitor>();
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traitorList = new List<Traitor>();
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while (TraitorCount-- >= 0)
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while (TraitorCount-- >= 0)
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{
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{
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@@ -75,6 +85,34 @@ namespace Barotrauma
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//Add them to the list
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//Add them to the list
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traitorList.Add(new Traitor(traitorCharacter, targetCharacter));
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traitorList.Add(new Traitor(traitorCharacter, targetCharacter));
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string greetingMessage = "You are the Traitor! Your secret task is to assassinate " + targetCharacter.Name + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
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+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
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string moreAgentsMessage = "It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. "
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+ "Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.";
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moreAgentsMessage += "\nThe code words are: " + codeWords + ".";
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moreAgentsMessage += "\nThe code response is: " + codeResponse + ".";
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if (server.Character != traitorCharacter)
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{
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var chatMsg = ChatMessage.Create(
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null,
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greetingMessage + "\n" + moreAgentsMessage,
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(ChatMessageType)ChatMessageType.Server,
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null);
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var msgBox = ChatMessage.Create(
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null,
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"There might be other agents. Use these to communicate with them." +
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"\nThe code words are: " + codeWords + "." +
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"\nThe code response is: " + codeResponse + ".",
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(ChatMessageType)ChatMessageType.MessageBox,
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null);
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Client client = server.ConnectedClients.Find(c => c.Character == traitorCharacter);
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GameMain.Server.SendChatMessage(chatMsg, client);
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GameMain.Server.SendChatMessage(msgBox, client);
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}
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#if CLIENT
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#if CLIENT
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if (server.Character == null)
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if (server.Character == null)
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{
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{
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@@ -83,6 +121,10 @@ namespace Barotrauma
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else if (server.Character == traitorCharacter)
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else if (server.Character == traitorCharacter)
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{
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{
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CreateStartPopUp(targetCharacter.Name);
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CreateStartPopUp(targetCharacter.Name);
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GameMain.NetworkMember.AddChatMessage(greetingMessage + "\n" + moreAgentsMessage, ChatMessageType.Server);
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GameMain.NetworkMember.AddChatMessage("There might be other agents. Use these to communicate with them." +
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"\nThe code words are: " + codeWords + "." +
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"\nThe code response is: " + codeResponse + ".", ChatMessageType.MessageBox);
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return;
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return;
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}
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}
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#endif
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#endif
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