Unstable v0.1300.0.2
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@@ -18,6 +18,8 @@ namespace Barotrauma
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protected Color overlayTextColor;
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protected Sprite overlaySprite;
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private TransitionType prevCampaignUIAutoOpenType;
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protected GUIButton endRoundButton;
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public GUIButton ReadyCheckButton;
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@@ -199,7 +201,19 @@ namespace Barotrauma
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if (endRoundButton.Visible)
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{
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if (!AllowedToEndRound()) { buttonText = TextManager.Get("map"); }
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if (!AllowedToEndRound())
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{
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buttonText = TextManager.Get("map");
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}
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else if (prevCampaignUIAutoOpenType != availableTransition &&
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(availableTransition == TransitionType.ProgressToNextEmptyLocation || availableTransition == TransitionType.ReturnToPreviousEmptyLocation))
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{
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HintManager.OnAvailableTransition(availableTransition);
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//opening the campaign map pauses the game and prevents HintManager from running -> update it manually to get the hint to show up immediately
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HintManager.Update();
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endRoundButton.OnClicked(EndRoundButton, null);
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prevCampaignUIAutoOpenType = availableTransition;
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}
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endRoundButton.Text = ToolBox.LimitString(buttonText, endRoundButton.Font, endRoundButton.Rect.Width - 5);
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if (endRoundButton.Text != buttonText)
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{
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+1
-1
@@ -420,7 +420,7 @@ namespace Barotrauma
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{
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//wasn't initially docked (sub doesn't have a docking port?)
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// -> choose a destination when the sub is far enough from the start outpost
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if (!Submarine.MainSub.AtStartPosition)
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if (!Submarine.MainSub.AtStartExit)
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{
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ForceMapUI = true;
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if (CampaignUI == null) { InitCampaignUI(); }
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+1
-1
@@ -584,7 +584,7 @@ namespace Barotrauma
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{
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//wasn't initially docked (sub doesn't have a docking port?)
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// -> choose a destination when the sub is far enough from the start outpost
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if (!Submarine.MainSub.AtStartPosition)
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if (!Submarine.MainSub.AtStartExit)
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{
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ForceMapUI = true;
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CampaignUI.SelectTab(InteractionType.Map);
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+1
-1
@@ -249,7 +249,7 @@ namespace Barotrauma.Tutorials
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{
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//captain_navConsoleCustomInterface.HighlightElement(0, uiHighlightColor, duration: 1.0f, pulsateAmount: 0.0f);
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yield return new WaitForSeconds(1.0f, false);
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} while (!Submarine.MainSub.AtEndPosition || !Submarine.MainSub.DockedTo.Any());
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} while (!Submarine.MainSub.AtEndExit || !Submarine.MainSub.DockedTo.Any());
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RemoveCompletedObjective(segments[6]);
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yield return new WaitForSeconds(3f, false);
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GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.GetWithVariable("Captain.Radio.Complete", "[OUTPOSTNAME]", GameMain.GameSession.EndLocation.Name), ChatMessageType.Radio, null);
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