(db42ef494) Don't allow combat priority go over 100.
This commit is contained in:
@@ -164,6 +164,8 @@ namespace Barotrauma
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public virtual ScalableFont Font
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public virtual ScalableFont Font
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{
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{
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get;
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get;
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@@ -143,6 +143,12 @@ namespace Barotrauma
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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Tag = tag;
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InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
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GUI.Style.Apply(InnerFrame, "", this);
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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if (height == 0)
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if (height == 0)
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{
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{
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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@@ -208,6 +208,16 @@ namespace Barotrauma
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ToggleCrewAreaOpen = GameMain.Config.CrewMenuOpen;
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ToggleCrewAreaOpen = GameMain.Config.CrewMenuOpen;
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}
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}
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#endregion
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#region Character list management
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public Rectangle GetCharacterListArea()
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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partial void InitProjectSpecific()
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{
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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@@ -785,6 +785,33 @@ namespace Barotrauma
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Color.Green, width: 2);
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Color.Green, width: 2);
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}
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}
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}
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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Rectangle currentHullRect = Submarine == null ?
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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new Vector2(currentHullRect.X, -currentHullRect.Y),
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new Vector2(connectedHullRect.X, -connectedHullRect.Y),
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Color.Green, width: 2);
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}
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}
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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@@ -1082,6 +1082,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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//sight/hearing range
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@@ -1,5 +1,6 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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@@ -296,7 +297,7 @@ namespace Barotrauma
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}
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}
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public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
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public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
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public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : 100 * PriorityModifier;
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public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
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public override bool IsDuplicate(AIObjective otherObjective)
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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{
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@@ -2662,6 +2662,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#endif
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@@ -393,6 +393,19 @@ namespace Barotrauma.Items.Components
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return true;
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return true;
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}
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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public override void Update(float deltaTime, Camera cam)
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{
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{
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networkUpdateTimer -= deltaTime;
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networkUpdateTimer -= deltaTime;
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@@ -1144,6 +1144,10 @@ namespace Barotrauma
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{
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -24,6 +24,8 @@ namespace Barotrauma
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private bool removed;
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private bool removed;
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private bool removed;
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#if CLIENT
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#if CLIENT
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private List<Decal> burnDecals = new List<Decal>();
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private List<Decal> burnDecals = new List<Decal>();
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#endif
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#endif
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@@ -394,6 +394,25 @@ namespace Barotrauma
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}
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}
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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public override Rectangle Rect
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{
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{
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get
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get
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@@ -162,21 +162,6 @@ namespace Barotrauma
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get { return binding; }
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get { return binding; }
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}
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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public void SetState()
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{
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{
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hit = binding.IsHit();
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hit = binding.IsHit();
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