v0.12.0.2
This commit is contained in:
@@ -43,15 +43,15 @@ namespace Barotrauma
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}
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GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + eventCoolDown, Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int) Math.Round(currentIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int) Math.Round(targetIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + (int)Math.Max(eventCoolDown, 0), Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)Math.Round(currentIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)Math.Round(targetIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int) Math.Round(avgCrewHealth * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int) Math.Round(avgHullIntegrity * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int) Math.Round(floodingAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int) Math.Round(fireAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int) Math.Round(enemyDanger * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)Math.Round(avgCrewHealth * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)Math.Round(avgHullIntegrity * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)Math.Round(floodingAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)Math.Round(fireAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)Math.Round(enemyDanger * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);
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#if DEBUG
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if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
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@@ -86,15 +86,26 @@ namespace Barotrauma
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new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);
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y = graphRect.Bottom + 20;
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if (eventCoolDown > 0.0f)
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int x = graphRect.X;
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if (isCrewAway && crewAwayDuration < settings.FreezeDurationWhenCrewAway)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Event cooldown active: " + (int) eventCoolDown, Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x, y), "Events frozen (crew away from sub): " + ToolBox.SecondsToReadableTime(settings.FreezeDurationWhenCrewAway - crewAwayDuration), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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y += 15;
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}
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else if (crewAwayResetTimer > 0.0f)
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{
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GUI.DrawString(spriteBatch, new Vector2(x, y), "Events frozen (crew just returned to the sub): " + ToolBox.SecondsToReadableTime(crewAwayResetTimer), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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y += 15;
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}
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else if (eventCoolDown > 0.0f)
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{
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GUI.DrawString(spriteBatch, new Vector2(x, y), "Event cooldown active: " + ToolBox.SecondsToReadableTime(eventCoolDown), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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y += 15;
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}
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else if (currentIntensity > eventThreshold)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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"Intensity too high for new events: " + (int) (currentIntensity * 100) + "%/" + (int) (eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x, y),
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"Intensity too high for new events: " + (int)(currentIntensity * 100) + "%/" + (int)(eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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y += 15;
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}
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@@ -102,22 +113,27 @@ namespace Barotrauma
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{
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if (Submarine.MainSub == null) { break; }
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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if (eventSet.PerCave)
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{
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GUI.DrawString(spriteBatch, new Vector2(x, y), " submarine near cave", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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}
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if (eventSet.PerWreck)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), " submarine near the wreck", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x, y), " submarine near the wreck", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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}
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if (eventSet.PerRuin)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), " submarine near the ruins", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x, y), " submarine near the ruins", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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}
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if (roundDuration < eventSet.MinMissionTime)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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GUI.DrawString(spriteBatch, new Vector2(x, y),
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" " + (int) (eventSet.MinDistanceTraveled * 100.0f) + "% travelled (current: " + (int) (distanceTraveled * 100.0f) + " %)",
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((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) ? Color.Lerp(GUI.Style.Yellow, GUI.Style.Red, eventSet.MinDistanceTraveled - distanceTraveled) : GUI.Style.Green) * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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@@ -125,7 +141,7 @@ namespace Barotrauma
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if (CurrentIntensity < eventSet.MinIntensity || CurrentIntensity > eventSet.MaxIntensity)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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GUI.DrawString(spriteBatch, new Vector2(x, y),
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" intensity between " + ((int) eventSet.MinIntensity) + " and " + ((int) eventSet.MaxIntensity),
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Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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@@ -133,22 +149,28 @@ namespace Barotrauma
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if (roundDuration < eventSet.MinMissionTime)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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GUI.DrawString(spriteBatch, new Vector2(x, y),
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" " + (int) (eventSet.MinMissionTime - roundDuration) + " s",
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Color.Lerp(GUI.Style.Yellow, GUI.Style.Red, (eventSet.MinMissionTime - roundDuration)), null, 0, GUI.SmallFont);
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}
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y += 15;
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if (y > GameMain.GraphicsHeight * 0.9f)
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{
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y = graphRect.Bottom + 35;
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x += 250;
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}
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}
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
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y += 15;
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foreach (Event ev in activeEvents.Where(ev => !ev.IsFinished || PlayerInput.IsShiftDown()))
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X + 5, y), ev.ToString(), (!ev.IsFinished ? Color.White : Color.Red) * 0.8f, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x + 5, y), ev.ToString(), (!ev.IsFinished ? Color.White : Color.Red) * 0.8f, null, 0, GUI.SmallFont);
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Rectangle rect = new Rectangle(new Point(graphRect.X + 5, y), GUI.SmallFont.MeasureString(ev.ToString()).ToPoint());
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Rectangle rect = new Rectangle(new Point(x + 5, y), GUI.SmallFont.MeasureString(ev.ToString()).ToPoint());
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Rectangle outlineRect = new Rectangle(rect.Location, rect.Size);
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outlineRect.Inflate(4, 4);
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@@ -176,6 +198,11 @@ namespace Barotrauma
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}
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y += 18;
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if (y > GameMain.GraphicsHeight * 0.9f)
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{
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y = graphRect.Bottom + 35;
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x += 250;
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}
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}
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}
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@@ -333,7 +360,7 @@ namespace Barotrauma
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$"Spawn pending: {artifactEvent.SpawnPending.ColorizeObject()}\n" +
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$"Spawn position: {artifactEvent.SpawnPos.ColorizeObject()}\n";
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if (artifactEvent.Item != null)
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if (artifactEvent.Item != null && !artifactEvent.Item.Removed)
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{
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Vector2 pos = artifactEvent.Item.WorldPosition;
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positions.Add(new DebugLine(pos, Color.White));
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@@ -364,7 +391,8 @@ namespace Barotrauma
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foreach (Character monster in monsterEvent.Monsters)
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{
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text += $" {monster.ColorizeObject()} -> (Dead: {monster.IsDead.ColorizeObject()}, Health: {monster.HealthPercentage.ColorizeObject()}%, AIState: {(monster.AIController?.State).ColorizeObject()})\n";
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text += $" {monster.ColorizeObject()} -> (Dead: {monster.IsDead.ColorizeObject()}, Health: {monster.HealthPercentage.ColorizeObject()}%, AIState: {(monster.AIController is EnemyAIController enemyAI ? enemyAI.State : AIState.Idle ).ColorizeObject()})\n";
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if (monster.Removed) { continue; }
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positions.Add(new DebugLine(monster.WorldPosition, Color.Red));
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}
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}
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