Merge remote-tracking branch 'origin/master' into dev
# Conflicts: # Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs # Barotrauma/BarotraumaClient/ClientSource/Events/EventManager.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/CrewManagement.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/MedicalClinicUI.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/SubmarineSelection.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/MultiPlayerCampaign.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/RoundSummary.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Door.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/Fabricator.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/ConvexHull.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightManager.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightSource.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/Voip/VoipClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/Voting.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs # Barotrauma/BarotraumaClient/LinuxClient.csproj # Barotrauma/BarotraumaClient/MacClient.csproj # Barotrauma/BarotraumaClient/WindowsClient.csproj # Barotrauma/BarotraumaServer/LinuxServer.csproj # Barotrauma/BarotraumaServer/MacServer.csproj # Barotrauma/BarotraumaServer/ServerSource/DebugConsole.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaServer/ServerSource/Items/Inventory.cs # Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs # Barotrauma/BarotraumaServer/ServerSource/Utils/DoSProtection.cs # Barotrauma/BarotraumaServer/WindowsServer.csproj # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/IndoorsSteeringManager.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveContainItem.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGetItem.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveIdle.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/ShipCommand/ShipIssueWorkerOperateWeapons.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Attack.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Params/CharacterParams.cs # Barotrauma/BarotraumaShared/SharedSource/ContentManagement/ContentPackageManager.cs # Barotrauma/BarotraumaShared/SharedSource/Enums.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MissionAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCChangeTeamAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCFollowAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCWaitAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/PirateMission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/SalvageMission.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/CargoManager.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Door.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/LevelResource.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs # Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Gap.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Map.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerator.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs # Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineBody.cs # Barotrauma/BarotraumaShared/SharedSource/Networking/ServerSettings.cs # Barotrauma/BarotraumaShared/SharedSource/Settings/GameSettings.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/PropertyConditional.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs # Barotrauma/BarotraumaShared/changelog.txt
This commit is contained in:
+4
-8
@@ -18,7 +18,7 @@ namespace Barotrauma
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public CharacterInfo.AppearanceCustomizationMenu[] CharacterMenus { get; private set; }
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private GUIButton nextButton;
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private GUILayoutGroup characterInfoColumns;
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private GUIListBox characterInfoColumns;
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public SinglePlayerCampaignSetupUI(GUIComponent newGameContainer, GUIComponent loadGameContainer, IEnumerable<SubmarineInfo> submarines, IEnumerable<CampaignMode.SaveInfo> saveFiles = null)
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: base(newGameContainer, loadGameContainer)
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@@ -249,11 +249,7 @@ namespace Barotrauma
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.04f), secondPageLayout.RectTransform),
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TextManager.Get("Crew"), font: GUIStyle.SubHeadingFont, textAlignment: Alignment.TopLeft);
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characterInfoColumns = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.86f), secondPageLayout.RectTransform), isHorizontal: true)
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{
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Stretch = true,
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RelativeSpacing = 0.01f
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};
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characterInfoColumns = new GUIListBox(new RectTransform(new Vector2(1.0f, 0.86f), secondPageLayout.RectTransform), isHorizontal: true);
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var secondPageButtonContainer = new GUILayoutGroup(new RectTransform(new Vector2(1f, 0.08f),
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secondPageLayout.RectTransform), childAnchor: Anchor.BottomLeft, isHorizontal: true)
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@@ -306,8 +302,8 @@ namespace Barotrauma
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for (int i = 0; i < characterInfos.Count; i++)
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{
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var subLayout = new GUILayoutGroup(new RectTransform(new Vector2(1.0f / characterInfos.Count, 1.0f),
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characterInfoColumns.RectTransform));
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var subLayout = new GUILayoutGroup(new RectTransform(new Vector2(Math.Max(1.0f / characterInfos.Count, 0.33f), 1.0f),
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characterInfoColumns.Content.RectTransform));
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var (characterInfo, job) = characterInfos[i];
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@@ -202,18 +202,21 @@ namespace Barotrauma
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case CampaignMode.InteractionType.PurchaseSub:
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submarineSelection?.Update();
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break;
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case CampaignMode.InteractionType.Crew:
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CrewManagement?.Update();
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break;
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case CampaignMode.InteractionType.Store:
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Store?.Update(deltaTime);
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break;
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break;
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case CampaignMode.InteractionType.MedicalClinic:
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MedicalClinic?.Update(deltaTime);
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break;
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case CampaignMode.InteractionType.Map:
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if (StartButton != null)
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{
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StartButton.Enabled = CampaignMode.AllowedToManageCampaign(ClientPermissions.ManageMap) && Character.Controlled is { IsIncapacitated: false };
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}
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break;
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}
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}
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@@ -568,7 +571,6 @@ namespace Barotrauma
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StartButton.Visible = false;
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missionList.Enabled = false;
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}
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//locationInfoPanel?.UpdateAuto(1.0f);
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}
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public void SelectTab(CampaignMode.InteractionType tab, Character npc = null)
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@@ -435,8 +435,11 @@ namespace Barotrauma
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graphics.BlendState = BlendState.NonPremultiplied;
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graphics.SamplerStates[0] = SamplerState.PointClamp;
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graphics.SamplerStates[1] = SamplerState.PointClamp;
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GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
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Quad.Render();
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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graphics.SamplerStates[1] = SamplerState.LinearWrap;
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}
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if (Character.Controlled is { } character)
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@@ -59,7 +59,6 @@ namespace Barotrauma
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private GUIImage playstyleBanner;
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private GUITextBlock playstyleDescription;
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private const string RemoteContentUrl = "http://www.barotraumagame.com/gamedata/";
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private readonly GUIComponent remoteContentContainer;
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private XDocument remoteContentDoc;
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@@ -1525,10 +1524,11 @@ namespace Barotrauma
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private void FetchRemoteContent()
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{
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if (string.IsNullOrEmpty(RemoteContentUrl)) { return; }
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string remoteContentUrl = GameSettings.CurrentConfig.RemoteMainMenuContentUrl;
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if (string.IsNullOrEmpty(remoteContentUrl)) { return; }
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try
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{
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var client = new RestClient(RemoteContentUrl);
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var client = new RestClient(remoteContentUrl);
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var request = new RestRequest("MenuContent.xml", Method.GET);
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TaskPool.Add("RequestMainMenuRemoteContent", client.ExecuteAsync(request),
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RemoteContentReceived);
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@@ -751,12 +751,20 @@ namespace Barotrauma
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};
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ServerMessage.OnTextChanged += (textBox, text) =>
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{
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Vector2 textSize = textBox.Font.MeasureString(textBox.WrappedText);
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textBox.RectTransform.NonScaledSize = new Point(textBox.RectTransform.NonScaledSize.X, Math.Max(serverMessageContainer.Content.Rect.Height, (int)textSize.Y + 10));
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serverMessageContainer.UpdateScrollBarSize();
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serverMessageHint.Visible = !textBox.Selected && !textBox.Readonly && string.IsNullOrWhiteSpace(textBox.Text);
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RefreshServerInfoSize();
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return true;
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};
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ServerMessage.RectTransform.SizeChanged += RefreshServerInfoSize;
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void RefreshServerInfoSize()
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{
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serverMessageHint.Visible = !ServerMessage.Selected && !ServerMessage.Readonly && string.IsNullOrWhiteSpace(ServerMessage.Text);
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Vector2 textSize = ServerMessage.Font.MeasureString(ServerMessage.WrappedText);
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ServerMessage.RectTransform.NonScaledSize = new Point(ServerMessage.RectTransform.NonScaledSize.X, Math.Max(serverMessageContainer.Content.Rect.Height, (int)textSize.Y + 10));
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serverMessageContainer.UpdateScrollBarSize();
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}
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ServerMessage.OnEnterPressed += (textBox, text) =>
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{
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string str = textBox.Text;
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+54
-15
@@ -812,7 +812,7 @@ namespace Barotrauma
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private bool SortList(GUIButton button, object obj)
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{
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if (!(obj is ColumnLabel sortBy)) { return false; }
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if (obj is not ColumnLabel sortBy) { return false; }
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SortList(sortBy, toggle: true);
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return true;
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}
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@@ -848,8 +848,7 @@ namespace Barotrauma
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{
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if (c1.GUIComponent.UserData is not ServerInfo s1) { return 0; }
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if (c2.GUIComponent.UserData is not ServerInfo s2) { return 0; }
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int comparison = sortedAscending ? 1 : -1;
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return CompareServer(sortBy, s1, s2) * comparison;
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return CompareServer(sortBy, s1, s2, sortedAscending);
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});
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}
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@@ -857,22 +856,31 @@ namespace Barotrauma
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{
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var children = serverList.Content.RectTransform.Children.Reverse().ToList();
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int comparison = sortedAscending ? 1 : -1;
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foreach (var child in children)
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{
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if (child.GUIComponent.UserData is not ServerInfo serverInfo2 || serverInfo.Equals(serverInfo2)) { continue; }
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if (CompareServer(sortedBy, serverInfo, serverInfo2) * comparison >= 0)
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if (CompareServer(sortedBy, serverInfo, serverInfo2, sortedAscending) >= 0)
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{
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var index = serverList.Content.RectTransform.GetChildIndex(child);
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component.RectTransform.RepositionChildInHierarchy(index + 1);
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component.RectTransform.RepositionChildInHierarchy(Math.Min(index + 1, serverList.Content.CountChildren - 1));
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return;
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}
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}
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component.RectTransform.SetAsFirstChild();
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}
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private static int CompareServer(ColumnLabel sortBy, ServerInfo s1, ServerInfo s2)
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private static int CompareServer(ColumnLabel sortBy, ServerInfo s1, ServerInfo s2, bool ascending)
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{
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//always put servers with unknown ping at the bottom (unless we're specifically sorting by ping)
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//servers without a ping are often unreachable/spam
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bool s1HasPing = s1.Ping.IsSome();
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bool s2HasPing = s2.Ping.IsSome();
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if (s1HasPing != s2HasPing)
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{
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return s1HasPing ? -1 : 1;
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}
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int comparison = ascending ? 1 : -1;
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switch (sortBy)
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{
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case ColumnLabel.ServerListCompatible:
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@@ -880,18 +888,18 @@ namespace Barotrauma
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bool s2Compatible = NetworkMember.IsCompatible(GameMain.Version, s2.GameVersion);
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if (s1Compatible == s2Compatible) { return 0; }
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return s1Compatible ? -1 : 1;
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return (s1Compatible ? -1 : 1) * comparison;
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case ColumnLabel.ServerListHasPassword:
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if (s1.HasPassword == s2.HasPassword) { return 0; }
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return s1.HasPassword ? 1 : -1;
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return (s1.HasPassword ? 1 : -1) * comparison;
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case ColumnLabel.ServerListName:
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// I think we actually want culture-specific sorting here?
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return string.Compare(s1.ServerName, s2.ServerName, StringComparison.CurrentCulture);
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return string.Compare(s1.ServerName, s2.ServerName, StringComparison.CurrentCulture) * comparison;
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case ColumnLabel.ServerListRoundStarted:
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if (s1.GameStarted == s2.GameStarted) { return 0; }
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return s1.GameStarted ? 1 : -1;
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return (s1.GameStarted ? 1 : -1) * comparison;
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case ColumnLabel.ServerListPlayers:
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return s2.PlayerCount.CompareTo(s1.PlayerCount);
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return s2.PlayerCount.CompareTo(s1.PlayerCount) * comparison;
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case ColumnLabel.ServerListPing:
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return (s1.Ping.TryUnwrap(out var s1Ping), s2.Ping.TryUnwrap(out var s2Ping)) switch
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{
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@@ -899,7 +907,7 @@ namespace Barotrauma
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(true, true) => s2Ping.CompareTo(s1Ping),
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(false, true) => 1,
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(true, false) => -1
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};
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} * comparison;
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default:
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return 0;
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}
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@@ -1504,9 +1512,41 @@ namespace Barotrauma
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private void AddToServerList(ServerInfo serverInfo, bool skipPing = false)
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{
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const int MaxAllowedPlayers = 1000;
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const int MaxAllowedSimilarServers = 10;
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const float MinSimilarityPercentage = 0.8f;
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if (string.IsNullOrWhiteSpace(serverInfo.ServerName)) { return; }
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if (serverInfo.PlayerCount > serverInfo.MaxPlayers) { return; }
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if (serverInfo.PlayerCount < 0) { return; }
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if (serverInfo.MaxPlayers <= 0) { return; }
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//no way a legit server can have this many players
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if (serverInfo.MaxPlayers > MaxAllowedPlayers) { return; }
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int similarServerCount = 0;
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string serverInfoStr = getServerInfoStr(serverInfo);
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foreach (var serverElement in serverList.Content.Children)
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{
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if (!serverElement.Visible) { continue; }
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if (serverElement.UserData is not ServerInfo otherServer || otherServer == serverInfo) { continue; }
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if (ToolBox.LevenshteinDistance(serverInfoStr, getServerInfoStr(otherServer)) < serverInfoStr.Length * (1.0f - MinSimilarityPercentage))
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{
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similarServerCount++;
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if (similarServerCount > MaxAllowedSimilarServers)
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{
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DebugConsole.Log($"Server {serverInfo.ServerName} seems to be almost identical to {otherServer.ServerName}. Hiding as a potential spam server.");
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break;
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}
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}
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}
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if (similarServerCount > MaxAllowedSimilarServers) { return; }
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static string getServerInfoStr(ServerInfo serverInfo)
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{
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string str = serverInfo.ServerName + serverInfo.ServerMessage + serverInfo.MaxPlayers;
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if (str.Length > 200) { return str.Substring(0, 200); }
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return str;
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}
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RemoveMsgFromServerList(MsgUserData.RefreshingServerList);
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RemoveMsgFromServerList(MsgUserData.NoServers);
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@@ -1522,7 +1562,6 @@ namespace Barotrauma
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UpdateServerInfoUI(serverInfo);
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if (!skipPing) { PingUtils.GetServerPing(serverInfo, UpdateServerInfoUI); }
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InsertServer(serverInfo, serverFrame);
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}
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private void UpdateServerInfoUI(ServerInfo serverInfo)
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@@ -1736,7 +1775,7 @@ namespace Barotrauma
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AddToFavoriteServers(serverInfo);
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}
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SortList(sortedBy, toggle: false);
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InsertServer(serverInfo, serverFrame);
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FilterServers();
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}
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@@ -1,16 +1,16 @@
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using Barotrauma.Extensions;
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using Barotrauma.IO;
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using Barotrauma.Items.Components;
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using Barotrauma.Steam;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Threading;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework.Input;
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using Barotrauma.IO;
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using Barotrauma.Steam;
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namespace Barotrauma
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{
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@@ -525,6 +525,11 @@ namespace Barotrauma
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GUI.AddMessage(TextManager.Get("waypointsgeneratedsuccesfully"), GUIStyle.Green);
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}
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WayPoint.ShowWayPoints = true;
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var matchingTickBox = showEntitiesTickBoxes?.Find(tb => tb.UserData as string == "waypoint");
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if (matchingTickBox != null)
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{
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matchingTickBox.Selected = true;
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}
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generateWaypointsVerification.Close();
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return true;
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};
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@@ -2847,7 +2852,7 @@ namespace Barotrauma
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{
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OnClicked = (button, o) =>
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{
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var requiredPackages = MapEntity.mapEntityList.Select(e => e.Prefab.ContentPackage)
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var requiredPackages = MapEntity.mapEntityList.Select(e => e?.Prefab?.ContentPackage)
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.Where(cp => cp != null)
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.Distinct().OfType<ContentPackage>().Select(p => p.Name).ToHashSet();
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var tickboxes = requiredContentPackList.Content.Children.OfType<GUITickBox>().ToArray();
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@@ -3546,10 +3551,46 @@ namespace Barotrauma
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TextManager.Get("LoadingVanillaSubmarineHeader"),
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TextManager.Get("LoadingVanillaSubmarineDesc"));
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public void LoadSub(SubmarineInfo info)
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public void LoadSub(SubmarineInfo info, bool checkIdConflicts = true)
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{
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Submarine.Unload();
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Submarine selectedSub = null;
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|
||||
if (checkIdConflicts)
|
||||
{
|
||||
Dictionary<int, Identifier> entities = new Dictionary<int, Identifier>();
|
||||
foreach (var subElement in info.SubmarineElement.Elements())
|
||||
{
|
||||
int id = subElement.GetAttributeInt("ID", -1);
|
||||
if (id == -1) { continue; }
|
||||
Identifier identifier = subElement.GetAttributeIdentifier("identifier", string.Empty);
|
||||
if (entities.TryGetValue(id, out Identifier duplicateEntity))
|
||||
{
|
||||
var errorMsg = new GUIMessageBox(
|
||||
TextManager.Get("error"),
|
||||
TextManager.GetWithVariables("subeditor.duplicateiderror",
|
||||
("[entity1]", $"{duplicateEntity} ({id})"),
|
||||
("[entity2]", $"{identifier} ({id})")),
|
||||
new LocalizedString[] { TextManager.Get("Yes"), TextManager.Get("No") });
|
||||
errorMsg.Buttons[0].OnClicked = (bnt, userdata) =>
|
||||
{
|
||||
subElement.Remove();
|
||||
LoadSub(info, checkIdConflicts: false);
|
||||
errorMsg.Close();
|
||||
return true;
|
||||
};
|
||||
errorMsg.Buttons[1].OnClicked = (bnt, userdata) =>
|
||||
{
|
||||
LoadSub(info, checkIdConflicts: false);
|
||||
errorMsg.Close();
|
||||
return true;
|
||||
};
|
||||
return;
|
||||
}
|
||||
entities.Add(id, identifier);
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
selectedSub = new Submarine(info);
|
||||
@@ -5755,7 +5796,10 @@ namespace Barotrauma
|
||||
{
|
||||
item.SetTransform(dummyCharacter.SimPosition, 0.0f);
|
||||
item.UpdateTransform();
|
||||
item.SetTransform(item.body.SimPosition, 0.0f);
|
||||
if (item.body != null)
|
||||
{
|
||||
item.SetTransform(item.body.SimPosition, 0.0f);
|
||||
}
|
||||
|
||||
//wires need to be updated for the last node to follow the player during rewiring
|
||||
Wire wire = item.GetComponent<Wire>();
|
||||
@@ -5868,6 +5912,11 @@ namespace Barotrauma
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
if (GameMain.LightManager.DebugLos)
|
||||
{
|
||||
GameMain.LightManager.DebugDrawLos(spriteBatch, cam);
|
||||
}
|
||||
|
||||
//-------------------- HUD -----------------------------
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState);
|
||||
|
||||
Reference in New Issue
Block a user