Unstable 0.16.0.0
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+1
-34
@@ -348,7 +348,6 @@ namespace Barotrauma
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}
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}
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}
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UpdateCampaignSubs();
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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PendingSubmarineSwitch = null;
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@@ -399,44 +398,12 @@ namespace Barotrauma
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Map.OnMissionsSelected += (loc, mission) => { LastUpdateID++; };
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Reputation.OnAnyReputationValueChanged += () => { LastUpdateID++; };
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UpdateCampaignSubs();
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//increment save ID so clients know they're lacking the most up-to-date save file
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LastSaveID++;
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}
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public static void UpdateCampaignSubs()
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{
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bool isSubmarineVisible(SubmarineInfo s)
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=> !GameMain.Server.ServerSettings.HiddenSubs.Any(h
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=> s.Name.Equals(h, StringComparison.OrdinalIgnoreCase));
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List<SubmarineInfo> availableSubs =
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SubmarineInfo.SavedSubmarines
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.Where(s =>
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s.IsCampaignCompatible
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&& isSubmarineVisible(s))
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.ToList();
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if (!availableSubs.Any())
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{
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//None of the available subs were marked as campaign-compatible, just include all visible subs
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availableSubs.AddRange(
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SubmarineInfo.SavedSubmarines
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.Where(isSubmarineVisible));
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}
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if (!availableSubs.Any())
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{
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//No subs are visible at all! Just make the selected one available
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availableSubs.Add(GameMain.NetLobbyScreen.SelectedSub);
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}
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GameMain.NetLobbyScreen.CampaignSubmarines = availableSubs;
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}
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public bool CanPurchaseSub(SubmarineInfo info)
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=> info.Price <= Money && GameMain.NetLobbyScreen.CampaignSubmarines.Contains(info);
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=> info.Price <= Money && GetCampaignSubs().Contains(info);
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public void DiscardClientCharacterData(Client client)
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{
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