Unstable 0.1300.0.5
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@@ -233,15 +233,20 @@ namespace Barotrauma
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{
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endRoundButton.RectTransform.ScreenSpaceOffset = new Point(0, Character.Controlled.CharacterHealth.SuicideButton.Rect.Height);
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}
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else if (GameMain.Client != null && GameMain.Client.IsFollowSubTickBoxVisible)
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{
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endRoundButton.RectTransform.ScreenSpaceOffset = new Point(0, HUDLayoutSettings.Padding + GameMain.Client.FollowSubTickBox.Rect.Height);
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}
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else
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{
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endRoundButton.RectTransform.ScreenSpaceOffset = Point.Zero;
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}
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}
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endRoundButton.DrawManually(spriteBatch);
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if (this is MultiPlayerCampaign)
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if (this is MultiPlayerCampaign && ReadyCheckButton != null)
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{
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ReadyCheckButton?.DrawManually(spriteBatch);
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ReadyCheckButton.RectTransform.ScreenSpaceOffset = endRoundButton.RectTransform.ScreenSpaceOffset;
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ReadyCheckButton.DrawManually(spriteBatch);
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}
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}
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@@ -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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@@ -321,6 +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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@@ -378,6 +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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+10
@@ -217,6 +217,7 @@ namespace Barotrauma
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if (!savedOnStart)
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{
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GUI.SetSavingIndicatorState(true);
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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savedOnStart = true;
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}
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@@ -228,6 +229,8 @@ namespace Barotrauma
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{
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PetBehavior.LoadPets(petsElement);
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}
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GUI.DisableSavingIndicatorDelayed();
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}
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protected override void LoadInitialLevel()
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@@ -294,6 +297,11 @@ namespace Barotrauma
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break;
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}
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}
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if (GameMain.GameSession == null)
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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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overlayTextColor = Color.Lerp(Color.Transparent, Color.White, (timer - 1.0f) / fadeInDuration);
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timer = Math.Min(timer + CoroutineManager.DeltaTime, textDuration);
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yield return CoroutineStatus.Running;
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@@ -377,6 +385,7 @@ namespace Barotrauma
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bool success = CrewManager.GetCharacters().Any(c => !c.IsDead);
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SoundPlayer.OverrideMusicType = success ? "endround" : "crewdead";
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SoundPlayer.OverrideMusicDuration = 18.0f;
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GUI.SetSavingIndicatorState(success);
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crewDead = false;
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GameMain.GameSession.EndRound("", traitorResults, transitionType);
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@@ -486,6 +495,7 @@ namespace Barotrauma
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overlayColor = Color.Transparent;
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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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