v0.13.0.11
This commit is contained in:
+62
-23
@@ -227,6 +227,11 @@ namespace Barotrauma
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float timer = 0.0f;
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while (timer < textDuration)
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{
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if (GameMain.GameSession == null || Screen.Selected != GameMain.GameScreen)
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{
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GUI.DisableHUD = false;
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yield return CoroutineStatus.Success;
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}
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// Try to grab the controlled here to prevent inputs, assigned late on multiplayer
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if (Character.Controlled != null)
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{
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@@ -239,11 +244,20 @@ namespace Barotrauma
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timer = Math.Min(timer + CoroutineManager.DeltaTime, textDuration);
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yield return CoroutineStatus.Running;
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}
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var outpost = GameMain.GameSession.Level.StartOutpost;
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var borders = outpost.GetDockedBorders();
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borders.Location += outpost.WorldPosition.ToPoint();
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GameMain.GameScreen.Cam.Position = new Vector2(borders.X + borders.Width / 2, borders.Y - borders.Height / 2);
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float startZoom = 0.8f /
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((float)Math.Max(borders.Width, borders.Height) / (float)GameMain.GameScreen.Cam.Resolution.X);
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GameMain.GameScreen.Cam.MinZoom = Math.Min(startZoom, GameMain.GameScreen.Cam.MinZoom);
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var transition = new CameraTransition(prevControlled, GameMain.GameScreen.Cam,
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null, null,
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fadeOut: false,
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duration: 5,
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startZoom: 1.5f, endZoom: 1.0f)
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losFadeIn: true,
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waitDuration: 1,
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panDuration: 5,
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startZoom: startZoom, endZoom: 1.0f)
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{
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AllowInterrupt = true,
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RemoveControlFromCharacter = false
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@@ -274,7 +288,8 @@ namespace Barotrauma
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var transition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam,
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null, null,
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fadeOut: false,
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duration: 5,
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losFadeIn: true,
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panDuration: 5,
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startZoom: 0.5f, endZoom: 1.0f)
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{
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AllowInterrupt = true,
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@@ -311,6 +326,7 @@ namespace Barotrauma
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Level prevLevel = Level.Loaded;
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bool success = CrewManager.GetCharacters().Any(c => !c.IsDead);
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GUI.SetSavingIndicatorState(success);
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crewDead = false;
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var continueButton = GameMain.GameSession.RoundSummary?.ContinueButton;
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@@ -327,7 +343,7 @@ namespace Barotrauma
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var endTransition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam, null,
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Alignment.Center,
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fadeOut: false,
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duration: EndTransitionDuration);
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panDuration: EndTransitionDuration);
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GameMain.Client.EndCinematic = endTransition;
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Location portraitLocation = Map?.SelectedLocation ?? Map?.CurrentLocation ?? Level.Loaded?.StartLocation;
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@@ -335,7 +351,7 @@ namespace Barotrauma
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{
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overlaySprite = portraitLocation.Type.GetPortrait(portraitLocation.PortraitId);
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}
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float fadeOutDuration = endTransition.Duration;
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float fadeOutDuration = endTransition.PanDuration;
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float t = 0.0f;
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while (t < fadeOutDuration || endTransition.Running)
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{
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@@ -368,6 +384,7 @@ namespace Barotrauma
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}
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}
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GUI.SetSavingIndicatorState(false);
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yield return CoroutineStatus.Success;
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}
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@@ -420,7 +437,7 @@ 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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@@ -437,8 +454,10 @@ namespace Barotrauma
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{
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ShowCampaignUI = false;
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}
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HintManager.OnAvailableTransition(transitionType);
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}
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}
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public override void End(TransitionType transitionType = TransitionType.None)
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{
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base.End(transitionType);
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@@ -496,7 +515,7 @@ namespace Barotrauma
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var transition = new CameraTransition(endObject ?? Submarine.MainSub, GameMain.GameScreen.Cam,
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null, Alignment.Center,
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fadeOut: true,
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duration: 10,
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panDuration: 10,
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startZoom: null, endZoom: 0.2f);
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while (transition.Running)
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@@ -649,7 +668,7 @@ namespace Barotrauma
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{
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string savePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer);
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GameMain.GameSession = new GameSession(null, savePath, GameModePreset.MultiPlayerCampaign, mapSeed);
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GameMain.GameSession = new GameSession(null, savePath, GameModePreset.MultiPlayerCampaign, CampaignSettings.Unsure, mapSeed);
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campaign = (MultiPlayerCampaign)GameMain.GameSession.GameMode;
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campaign.CampaignID = campaignID;
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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@@ -711,13 +730,20 @@ namespace Barotrauma
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: mission prefab \"{availableMission.First}\" not found.");
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continue;
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}
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if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
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if (availableMission.Second == 255)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab);
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}
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else
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{
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if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
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}
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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@@ -770,16 +796,29 @@ namespace Barotrauma
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{
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pendingHires.Add(msg.ReadInt32());
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}
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bool validateHires = msg.ReadBoolean();
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ushort hiredLength = msg.ReadUInt16();
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List<CharacterInfo> hiredCharacters = new List<CharacterInfo>();
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for (int i = 0; i < hiredLength; i++)
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{
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CharacterInfo hired = CharacterInfo.ClientRead("human", msg);
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hired.Salary = msg.ReadInt32();
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hiredCharacters.Add(hired);
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}
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bool renameCrewMember = msg.ReadBoolean();
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if (renameCrewMember)
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{
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int renamedIdentifier = msg.ReadInt32();
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string newName = msg.ReadString();
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CharacterInfo renamedCharacter = CrewManager.CharacterInfos.FirstOrDefault(info => info.GetIdentifierUsingOriginalName() == renamedIdentifier);
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if (renamedCharacter != null) { CrewManager.RenameCharacter(renamedCharacter, newName); }
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}
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bool fireCharacter = msg.ReadBoolean();
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int firedIdentifier = -1;
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if (fireCharacter) { firedIdentifier = msg.ReadInt32(); }
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if (fireCharacter)
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{
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int firedIdentifier = msg.ReadInt32();
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CharacterInfo firedCharacter = CrewManager.CharacterInfos.FirstOrDefault(info => info.GetIdentifier() == firedIdentifier);
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// this one might and is allowed to be null since the character is already fired on the original sender's game
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if (firedCharacter != null) { CrewManager.FireCharacter(firedCharacter); }
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@@ -787,10 +826,10 @@ namespace Barotrauma
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if (map?.CurrentLocation?.HireManager != null && CampaignUI?.CrewManagement != null)
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{
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CampaignUI?.CrewManagement?.SetHireables(map.CurrentLocation, availableHires);
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if (validateHires) { CampaignUI?.CrewManagement.ValidatePendingHires(); }
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CampaignUI?.CrewManagement?.SetPendingHires(pendingHires, map?.CurrentLocation);
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if (fireCharacter) { CampaignUI?.CrewManagement.UpdateCrew(); }
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CampaignUI.CrewManagement.SetHireables(map.CurrentLocation, availableHires);
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if (hiredCharacters.Any()) { CampaignUI.CrewManagement.ValidateHires(hiredCharacters); }
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CampaignUI.CrewManagement.SetPendingHires(pendingHires, map.CurrentLocation);
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if (renameCrewMember || fireCharacter) { CampaignUI.CrewManagement.UpdateCrew(); }
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}
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}
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