(2f573ba39) Fix Hammerhead spritesheet orientation.
This commit is contained in:
@@ -1998,6 +1998,189 @@ namespace Barotrauma
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
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{
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if (args.Length == 0) return;
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LocalizationCSVtoXML.Convert(args[0]);
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}));
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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{
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float defaultZoom = Screen.Selected.Cam.DefaultZoom;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
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float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
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float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
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float minZoom = Screen.Selected.Cam.MinZoom;
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
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float maxZoom = Screen.Selected.Cam.MaxZoom;
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
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Screen.Selected.Cam.DefaultZoom = defaultZoom;
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Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
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Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
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Screen.Selected.Cam.MinZoom = minZoom;
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Screen.Selected.Cam.MaxZoom = maxZoom;
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}));
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commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
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{
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float distortScaleX = 0.5f, distortScaleY = 0.5f;
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float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
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float blurAmount = 0.0f;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
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WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
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WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
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WaterRenderer.BlurAmount = blurAmount;
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s) first!");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Item item)
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{
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item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
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(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
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(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
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}
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else if (mapEntity is Structure structure)
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{
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if (!structure.ResizeHorizontal)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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(int)structure.Prefab.ScaledSize.X,
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structure.Rect.Height);
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}
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if (!structure.ResizeVertical)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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structure.Rect.Width,
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(int)structure.Prefab.ScaledSize.Y);
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}
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}
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}
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}
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}
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}, isCheat: false));
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#endif
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GameMain.Config.SaveNewPlayerConfig();
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
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string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
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string[] lines;
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try
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{
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lines = File.ReadAllLines(sourcePath);
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}
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catch (Exception e)
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{
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ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(destinationPath);
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (i >= lines.Length)
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{
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ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
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return;
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}
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element.Value = lines[i];
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i++;
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}
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doc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
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return new string[][]
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{
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files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
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files.Where(f => Path.GetExtension(f)==".xml").ToArray()
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};
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}));
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commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
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{
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if (args.Length < 2) return;
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string sourcePath = args[0];
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string destinationPath = args[1];
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var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
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var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
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XElement destinationElement = destinationDoc.Root.Elements().First();
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foreach (XElement element in sourceDoc.Root.Elements())
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{
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if (destinationDoc.Root.Element(element.Name) == null)
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{
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element.Value = "!!!!!!!!!!!!!" + element.Value;
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destinationElement.AddAfterSelf(element);
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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#if DEBUG
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commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
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{
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if (args.Length != 1) return;
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TextManager.CheckForDuplicates(args[0]);
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}));
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commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
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{
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
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{
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if (args.Length == 0) return;
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@@ -127,18 +127,6 @@ namespace Barotrauma.Items.Components
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Stretch = true,
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RelativeSpacing = 0.03f
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};
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autopilotTickBox = new GUITickBox(new RectTransform(new Vector2(0.3f, 0.3f), paddedControlContainer.RectTransform),
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TextManager.Get("SteeringAutoPilot"), style: "GUIRadioButton")
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{
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OnSelected = (GUITickBox box) =>
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{
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AutoPilot = box.Selected;
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if (AutoPilot && MaintainPos)
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{
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posToMaintain = controlledSub == null ? item.WorldPosition : controlledSub.WorldPosition;
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}
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unsentChanges = true;
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user = Character.Controlled;
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maintainPosTickBox = new GUITickBox(new RectTransform(new Vector2(0.2f, 0.2f), paddedAutoPilotControls.RectTransform),
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TextManager.Get("SteeringMaintainPos"), font: GUI.SmallFont)
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@@ -1282,75 +1282,6 @@ namespace Barotrauma.Networking
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}
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}
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private void ReadLobbyUpdate(NetIncomingMessage inc)
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{
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UInt16 listId = inc.ReadUInt16();
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List<TempClient> tempClients = new List<TempClient>();
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int clientCount = inc.ReadByte();
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for (int i = 0; i < clientCount; i++)
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{
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byte id = inc.ReadByte();
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string name = inc.ReadString();
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UInt16 characterID = inc.ReadUInt16();
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bool muted = inc.ReadBoolean();
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inc.ReadPadBits();
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tempClients.Add(new TempClient
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{
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ID = id,
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Name = name,
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CharacterID = characterID,
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Muted = muted
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});
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}
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if (NetIdUtils.IdMoreRecent(listId, LastClientListUpdateID))
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{
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bool updateClientListId = true;
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List<Client> currentClients = new List<Client>();
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foreach (TempClient tc in tempClients)
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{
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//see if the client already exists
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var existingClient = ConnectedClients.Find(c => c.ID == tc.ID && c.Name == tc.Name);
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if (existingClient == null) //if not, create it
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{
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existingClient = new Client(tc.Name, tc.ID)
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{
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Muted = tc.Muted
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};
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ConnectedClients.Add(existingClient);
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GameMain.NetLobbyScreen.AddPlayer(existingClient);
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}
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existingClient.Character = null;
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existingClient.Muted = tc.Muted;
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if (tc.CharacterID > 0)
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{
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existingClient.Character = Entity.FindEntityByID(tc.CharacterID) as Character;
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if (existingClient.Character == null)
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{
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updateClientListId = false;
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}
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}
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if (existingClient.ID == myID)
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{
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existingClient.SetPermissions(permissions, permittedConsoleCommands);
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}
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currentClients.Add(existingClient);
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}
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//remove clients that aren't present anymore
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for (int i = ConnectedClients.Count - 1; i >= 0; i--)
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{
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if (!currentClients.Contains(ConnectedClients[i]))
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{
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GameMain.NetLobbyScreen.RemovePlayer(ConnectedClients[i]);
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ConnectedClients[i].Dispose();
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ConnectedClients.RemoveAt(i);
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}
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}
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if (updateClientListId) LastClientListUpdateID = listId;
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}
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}
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private void ReadLobbyUpdate(NetIncomingMessage inc)
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{
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ServerNetObject objHeader;
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@@ -57,6 +57,18 @@ namespace Barotrauma
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RelativeSpacing = 0.02f
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};
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var columnContainer = new GUILayoutGroup(new RectTransform(Vector2.One, newGameContainer.RectTransform), isHorizontal: true)
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{
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Stretch = true,
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RelativeSpacing = 0.05f
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};
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var leftColumn = new GUILayoutGroup(new RectTransform(Vector2.One, columnContainer.RectTransform))
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{
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Stretch = true,
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RelativeSpacing = 0.02f
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};
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var rightColumn = new GUILayoutGroup(new RectTransform(Vector2.One, columnContainer.RectTransform))
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{
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RelativeSpacing = 0.02f
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@@ -332,7 +332,8 @@ namespace Barotrauma.Networking
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}
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}
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foreach (NetEntityEvent entityEvent in sentEvents)
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//too many events for one packet
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if (eventsToSync.Count > 200)
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{
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msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
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msg.Write(client.UnreceivedEntityEventCount);
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