v0.13.0.11
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@@ -296,7 +296,7 @@ namespace Barotrauma
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subInfo ??= SubmarineInfo.SavedSubmarines.GetRandom(s =>
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s.IsPlayer && !s.HasTag(SubmarineTag.Shuttle) &&
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!nonPlayerFiles.Any(f => f.Path.CleanUpPath().Equals(s.FilePath.CleanUpPath(), StringComparison.InvariantCultureIgnoreCase)));
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GameSession gameSession = new GameSession(subInfo, "", GameModePreset.TestMode, null);
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GameSession gameSession = new GameSession(subInfo, "", GameModePreset.TestMode, CampaignSettings.Empty, null);
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gameSession.StartRound(Level.Loaded.LevelData);
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(gameSession.GameMode as TestGameMode).OnRoundEnd = () =>
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{
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@@ -489,7 +489,7 @@ namespace Barotrauma
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{
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MinValueFloat = 0,
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MaxValueFloat = 100,
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FloatValue = caveGenerationParams.GetCommonness(selectedParams),
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FloatValue = caveGenerationParams.GetCommonness(selectedParams, abyss: false),
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OnValueChanged = (numberInput) =>
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{
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caveGenerationParams.OverrideCommonness[selectedParams.Identifier] = numberInput.FloatValue;
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@@ -514,7 +514,7 @@ namespace Barotrauma
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}
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foreach (var caveParam in CaveGenerationParams.CaveParams)
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{
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if (selectedParams != null && caveParam.GetCommonness(selectedParams) <= 0.0f) { continue; }
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if (selectedParams != null && caveParam.GetCommonness(selectedParams, abyss: false) <= 0.0f) { continue; }
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availableIdentifiers.Add(caveParam.Identifier);
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}
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availableIdentifiers.Reverse();
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@@ -811,6 +811,19 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch, new Vector2(0, crushDepthScreen), new Vector2(GameMain.GraphicsWidth, crushDepthScreen), GUI.Style.Red * 0.25f, width: 5);
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth / 2, crushDepthScreen), "Crush depth", GUI.Style.Red, backgroundColor: Color.Black);
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}
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float abyssStartScreen = cam.WorldToScreen(new Vector2(0.0f, Level.Loaded.AbyssArea.Bottom)).Y;
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if (abyssStartScreen > 0.0f && abyssStartScreen < GameMain.GraphicsHeight)
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{
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GUI.DrawLine(spriteBatch, new Vector2(0, abyssStartScreen), new Vector2(GameMain.GraphicsWidth, abyssStartScreen), GUI.Style.Blue * 0.25f, width: 5);
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth / 2, abyssStartScreen), "Abyss start", GUI.Style.Blue, backgroundColor: Color.Black);
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}
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float abyssEndScreen = cam.WorldToScreen(new Vector2(0.0f, Level.Loaded.AbyssArea.Y)).Y;
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if (abyssEndScreen > 0.0f && abyssEndScreen < GameMain.GraphicsHeight)
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{
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GUI.DrawLine(spriteBatch, new Vector2(0, abyssEndScreen), new Vector2(GameMain.GraphicsWidth, abyssEndScreen), GUI.Style.Blue * 0.25f, width: 5);
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth / 2, abyssEndScreen), "Abyss end", GUI.Style.Blue, backgroundColor: Color.Black);
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}
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}
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GUI.Draw(Cam, spriteBatch);
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spriteBatch.End();
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@@ -830,7 +843,7 @@ namespace Barotrauma
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pointerLightSource.Position = cam.ScreenToWorld(PlayerInput.MousePosition);
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pointerLightSource.Enabled = cursorLightEnabled.Selected;
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pointerLightSource.IsBackground = true;
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cam.MoveCamera((float)deltaTime);
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cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null);
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cam.UpdateTransform();
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Level.Loaded?.Update((float)deltaTime, cam);
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