GameMain.LuaCs is no more
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+2
-2
@@ -1306,11 +1306,11 @@ namespace Barotrauma
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//increase oxygen and clamp it above zero
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// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
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target.Oxygen = Math.Max(target.Oxygen + 10.0f, 10.0f);
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GameMain.LuaCs.EventService.PublishEvent<IEventHumanCPRSuccess>(x => x.OnCharacterCPRSuccess(this));
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LuaCsSetup.Instance.EventService.PublishEvent<IEventHumanCPRSuccess>(x => x.OnCharacterCPRSuccess(this));
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}
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else
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{
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GameMain.LuaCs.EventService.PublishEvent<IEventHumanCPRFailed>(x => x.OnCharacterCPRFailed(this));
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LuaCsSetup.Instance.EventService.PublishEvent<IEventHumanCPRFailed>(x => x.OnCharacterCPRFailed(this));
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}
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}
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}
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@@ -859,7 +859,7 @@ namespace Barotrauma
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float impactDamage = GetImpactDamage(impact, impactTolerance);
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float? should = null;
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GameMain.LuaCs.EventService.PublishEvent<IEventChangeFallDamage>(x => should = x.OnChangeFallDamage(impactDamage, character, impactPos, velocity) ?? should);
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LuaCsSetup.Instance.EventService.PublishEvent<IEventChangeFallDamage>(x => should = x.OnChangeFallDamage(impactDamage, character, impactPos, velocity) ?? should);
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if (should != null)
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{
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@@ -3388,13 +3388,13 @@ namespace Barotrauma
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{
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for (int i = 0; i < CharacterList.Count; i++)
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{
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if (GameMain.LuaCs.Game.UpdatePriorityCharacters.Contains(CharacterList[i])) continue;
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if (LuaCsSetup.Instance.Game.UpdatePriorityCharacters.Contains(CharacterList[i])) continue;
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CharacterList[i].Update(deltaTime * CharacterUpdateInterval, cam);
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}
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}
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foreach (Character character in GameMain.LuaCs.Game.UpdatePriorityCharacters)
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foreach (Character character in LuaCsSetup.Instance.Game.UpdatePriorityCharacters)
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{
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if (character.Removed) { continue; }
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Debug.Assert(character is { Removed: false });
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+2
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@@ -338,13 +338,13 @@ namespace Barotrauma
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if (Prefab is AfflictionPrefabHusk huskPrefab)
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{
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if (huskPrefab.ControlHusk || GameMain.LuaCs.Game.enableControlHusk)
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if (huskPrefab.ControlHusk || LuaCsSetup.Instance.Game.enableControlHusk)
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{
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#if SERVER
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if (client != null)
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{
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GameMain.Server.SetClientCharacter(client, husk);
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GameMain.LuaCs.EventService.PublishEvent<IEventClientControlHusk>(x => x.OnClientControlHusk(client, husk));
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LuaCsSetup.Instance.EventService.PublishEvent<IEventClientControlHusk>(x => x.OnClientControlHusk(client, husk));
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}
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#else
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if (!character.IsRemotelyControlled && character == Character.Controlled)
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@@ -658,7 +658,7 @@ namespace Barotrauma
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}
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bool? should = null;
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GameMain.LuaCs.EventService.PublishEvent<IEventCharacterApplyDamage>(x => should = x.OnCharacterApplyDamage(this, attackResult, hitLimb, allowStacking) ?? should);
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LuaCsSetup.Instance.EventService.PublishEvent<IEventCharacterApplyDamage>(x => should = x.OnCharacterApplyDamage(this, attackResult, hitLimb, allowStacking) ?? should);
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if (should != null && should.Value) { return; }
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foreach (Affliction newAffliction in attackResult.Afflictions)
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@@ -830,7 +830,7 @@ namespace Barotrauma
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if (Character.Params.Health.ImmunityIdentifiers.Contains(newAffliction.Identifier)) { return; }
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bool? should = null;
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GameMain.LuaCs.EventService.PublishEvent<IEventCharacterApplyAffliction>(x => should = x.OnCharacterApplyAffliction(this, limbHealth, newAffliction, allowStacking) ?? should);
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LuaCsSetup.Instance.EventService.PublishEvent<IEventCharacterApplyAffliction>(x => should = x.OnCharacterApplyAffliction(this, limbHealth, newAffliction, allowStacking) ?? should);
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if (should != null && should.Value) { return; }
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Affliction existingAffliction = null;
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