Remove items in dummycharacter inventory in editmapscreen, important character updates a separate networkeventtype
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@@ -308,7 +308,6 @@ namespace Barotrauma
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Color.Red*((100.0f-OxygenPercentage)/400.0f), true);
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spriteBatch.DrawString(GUI.Font, "Pressure: " + ((int)pressure - rect.Y).ToString() +
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" - Lethality: " + lethalPressure +
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" - Oxygen: "+((int)OxygenPercentage), new Vector2(rect.X+10, -rect.Y+10), Color.Black);
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spriteBatch.DrawString(GUI.Font, volume +" / "+ FullVolume, new Vector2(rect.X+10, -rect.Y+30), Color.Black);
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@@ -506,7 +506,7 @@ namespace Barotrauma
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/// Has to be done after all the entities have been loaded (an entity can't
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/// be linked to some other entity that hasn't been loaded yet)
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/// </summary>
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public static void OnMapLoaded()
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public static void MapLoaded()
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{
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foreach (MapEntity e in mapEntityList)
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{
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@@ -524,13 +524,19 @@ namespace Barotrauma
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}
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}
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foreach (MapEntity e in mapEntityList)
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{
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e.OnMapLoaded();
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}
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//mapEntityList.Sort((x, y) =>
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//{
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// return x.Name.CompareTo(y.Name);
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//});
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}
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public virtual void OnMapLoaded() { }
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public void RemoveLinked(MapEntity e)
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@@ -623,7 +623,7 @@ namespace Barotrauma
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subBody = new SubmarineBody(this);
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MapEntity.OnMapLoaded();
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MapEntity.MapLoaded();
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foreach (Item item in Item.itemList)
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{
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