Navigation requires power, locationtypes and missions included in content packages
This commit is contained in:
@@ -29,7 +29,7 @@
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<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="0,0,64,128"/>
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<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="0,0,64,128"/>
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<Steering minvoltage="0.5" canbeselected = "true">
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<Steering minvoltage="0.5" canbeselected = "true" powerconsumption="10">
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<GuiFrame rect="0,0,0.5,0.5" alignment="Center" color="0.0,0.0,0.0,0.6"/>
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<GuiFrame rect="0,0,0.5,0.5" alignment="Center" color="0.0,0.0,0.0,0.6"/>
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</Steering>
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</Steering>
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@@ -36,6 +36,8 @@
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<Character file="Content/Characters/Watcher/watcher.xml" />
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<Character file="Content/Characters/Watcher/watcher.xml" />
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<Structure file="Content/Map/StructurePrefabs.xml" />
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<Structure file="Content/Map/StructurePrefabs.xml" />
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<RandomEvents file="Content/randomevents.xml" />
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<RandomEvents file="Content/randomevents.xml" />
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<LocationTypes file="Content/Map/locationTypes.xml" />
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<Missions file="Content/Missions.xml" />
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<Jobs file="Content/Jobs.xml" />
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<Jobs file="Content/Jobs.xml" />
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<Executable file="Barotrauma.exe" />
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<Executable file="Barotrauma.exe" />
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</contentpackage>
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</contentpackage>
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.3.2.5")]
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[assembly: AssemblyVersion("0.3.2.6")]
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[assembly: AssemblyFileVersion("0.3.2.5")]
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[assembly: AssemblyFileVersion("0.3.2.6")]
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@@ -10,7 +10,7 @@ namespace Barotrauma
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{
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{
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public enum ContentType
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public enum ContentType
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{
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{
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None, Jobs, Item, Character, Structure, Executable, RandomEvents
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None, Jobs, Item, Character, Structure, Executable, LocationTypes, RandomEvents, Missions
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}
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}
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public class ContentPackage
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public class ContentPackage
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@@ -10,9 +10,7 @@ namespace Barotrauma
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class Mission
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class Mission
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{
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{
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private static List<Mission> list = new List<Mission>();
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private static List<Mission> list = new List<Mission>();
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private static string configFile = "Content/Missions.xml";
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private string name;
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private string name;
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private string description;
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private string description;
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@@ -96,6 +94,9 @@ namespace Barotrauma
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public static Mission LoadRandom(Location[] locations, Random rand)
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public static Mission LoadRandom(Location[] locations, Random rand)
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{
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{
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
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string configFile = files[rand.Next(files.Count)];
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XDocument doc = ToolBox.TryLoadXml(configFile);
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XDocument doc = ToolBox.TryLoadXml(configFile);
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if (doc == null) return null;
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if (doc == null) return null;
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@@ -253,7 +253,7 @@ namespace Barotrauma
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ParticleManager = new ParticleManager("Content/Particles/ParticlePrefabs.xml", Cam);
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ParticleManager = new ParticleManager("Content/Particles/ParticlePrefabs.xml", Cam);
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yield return CoroutineStatus.Running;
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yield return CoroutineStatus.Running;
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LocationType.Init("Content/Map/locationTypes.xml");
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LocationType.Init();
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MainMenuScreen.Select();
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MainMenuScreen.Select();
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TitleScreen.LoadState = 100.0f;
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TitleScreen.LoadState = 100.0f;
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@@ -117,18 +117,10 @@ namespace Barotrauma.Items.Components
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{
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{
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//base.Update(deltaTime, cam);
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//base.Update(deltaTime, cam);
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//if (voltage < minVoltage) return;
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if (voltage < minVoltage) return;
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if (autoPilot)
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if (autoPilot)
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{
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{
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//if (steeringPath==null)
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//{
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// PathFinder pathFinder = new PathFinder(WayPoint.WayPointList, false);
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// steeringPath = pathFinder.FindPath(
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// ConvertUnits.ToSimUnits(Level.Loaded.StartPosition),
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// ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
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//}
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UpdateAutoPilot(deltaTime);
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UpdateAutoPilot(deltaTime);
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}
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}
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else if (valueChanged)
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else if (valueChanged)
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@@ -149,6 +141,9 @@ namespace Barotrauma.Items.Components
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targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
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targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
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item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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voltage -= deltaTime;
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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@@ -162,13 +157,15 @@ namespace Barotrauma.Items.Components
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GuiFrame.Update(1.0f / 60.0f);
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GuiFrame.Update(1.0f / 60.0f);
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GuiFrame.Draw(spriteBatch);
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GuiFrame.Draw(spriteBatch);
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if (voltage < minVoltage) return;
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Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
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Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
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//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
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//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
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if (Submarine.Loaded != null && Level.Loaded != null)
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if (Submarine.Loaded != null && Level.Loaded != null)
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{
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{
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Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
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Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
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float realWorldDepth = (Submarine.Loaded.Position.Y - Level.Loaded.Size.Y) *Physics.DisplayToRealWorldRatio;
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float realWorldDepth = Math.Abs(Submarine.Loaded.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
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"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
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"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
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@@ -306,7 +303,11 @@ namespace Barotrauma.Items.Components
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if (connection.Name == "velocity_in")
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if (connection.Name == "velocity_in")
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{
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{
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currVelocity = ToolBox.ParseToVector2(signal, false);
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currVelocity = ToolBox.ParseToVector2(signal, false);
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}
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}
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else
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{
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base.ReceiveSignal(signal, connection, sender, power);
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}
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}
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}
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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@@ -127,20 +127,26 @@ namespace Barotrauma
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return null;
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return null;
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}
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}
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public static void Init(string file)
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public static void Init()
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{
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{
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XDocument doc = ToolBox.TryLoadXml(file);
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var locationTypeFiles = GameMain.SelectedPackage.GetFilesOfType(ContentType.LocationTypes);
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if (doc==null)
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foreach (string file in locationTypeFiles)
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{
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{
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return;
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XDocument doc = ToolBox.TryLoadXml(file);
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if (doc==null)
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{
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return;
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}
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foreach (XElement element in doc.Root.Elements())
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{
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LocationType locationType = new LocationType(element);
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list.Add(locationType);
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}
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}
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}
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foreach (XElement element in doc.Root.Elements())
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{
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LocationType locationType = new LocationType(element);
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list.Add(locationType);
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}
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}
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}
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}
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}
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}
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}
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@@ -1,3 +1,14 @@
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---------------------------------------------------------------------------------------------------------
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v0.3.2.6
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---------------------------------------------------------------------------------------------------------
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- fixed the broken password box
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- location types and missions are included in content packages
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- junction boxes and power sources can be connected with multiple parallel wires without multiplying
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the power output
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-
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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v0.3.2.5
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v0.3.2.5
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---------------------------------------------------------------------------------------------------------
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