Unstable 0.16.0.0
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@@ -23,6 +23,7 @@ namespace Barotrauma
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private Submarine? submarine;
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private Character? dummyCharacter;
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public static Effect BlueprintEffect;
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private GUIFrame container;
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private TabMenu tabMenu;
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@@ -42,21 +43,25 @@ namespace Barotrauma
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return true;
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}
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};
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}
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public override void Select()
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{
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base.Select();
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container = new GUIFrame(new RectTransform(Vector2.One, GUI.Canvas, Anchor.Center), style: "InnerGlow", color: Color.Black);
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var tab = new GUIFrame(new RectTransform(Vector2.One, container.RectTransform), color: Color.Black * 0.9f);
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MedicalClinicUI clinic = new MedicalClinicUI(new MedicalClinic(null!), tab);
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clinic.RequestLatestPending();
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if (dummyCharacter is { Removed: false })
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{
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dummyCharacter?.Remove();
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}
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dummyCharacter = Character.Create(CharacterPrefab.HumanSpeciesName, Vector2.Zero, "", id: Entity.DummyID, hasAi: false);
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dummyCharacter.Info.Job = new Job(JobPrefab.Prefabs.Where(jp => TalentTree.JobTalentTrees.ContainsKey(jp.Identifier)).GetRandom());
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dummyCharacter.Info.Name = "Galldren";
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dummyCharacter.Inventory.CreateSlots();
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// dummyCharacter = Character.Create(CharacterPrefab.HumanSpeciesName, Vector2.Zero, "", id: Entity.DummyID, hasAi: false);
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// dummyCharacter.Info.Job = new Job(JobPrefab.Prefabs.Where(jp => TalentTree.JobTalentTrees.ContainsKey(jp.Identifier)).GetRandom());
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// dummyCharacter.Info.Name = "Galldren";
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// dummyCharacter.Inventory.CreateSlots();
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Character.Controlled = dummyCharacter;
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GameMain.World.ProcessChanges();
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@@ -67,9 +72,9 @@ namespace Barotrauma
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public override void AddToGUIUpdateList()
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{
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Frame.AddToGUIUpdateList();
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CharacterHUD.AddToGUIUpdateList(dummyCharacter);
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dummyCharacter?.SelectedConstruction?.AddToGUIUpdateList();
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tabMenu.AddToGUIUpdateList();
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container.AddToGUIUpdateList();
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// CharacterHUD.AddToGUIUpdateList(dummyCharacter);
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// dummyCharacter?.SelectedConstruction?.AddToGUIUpdateList();
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}
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public override void Update(double deltaTime)
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@@ -92,12 +97,12 @@ namespace Barotrauma
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graphics.Clear(BackgroundColor);
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spriteBatch.Begin(SpriteSortMode.BackToFront, transformMatrix: Cam.Transform);
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miniMapItem?.Draw(spriteBatch, false);
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if (dummyCharacter is { } dummy)
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{
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dummyCharacter.DrawFront(spriteBatch, Cam);
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dummyCharacter.Draw(spriteBatch, Cam);
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}
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// miniMapItem?.Draw(spriteBatch, false);
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// if (dummyCharacter is { } dummy)
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// {
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// dummyCharacter.DrawFront(spriteBatch, Cam);
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// dummyCharacter.Draw(spriteBatch, Cam);
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// }
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState);
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