- Fixed creature disable list only taking config files in the Content/Characters folder into account (making it impossible to disable spawning of custom monsters outside the folder)
- Removed hard-coded ruin structure, particle & decal config paths and moved them to content package (custom ones can be added now without modifying the original files).
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@@ -14,7 +14,6 @@ namespace Barotrauma.Particles
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class ParticleManager
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{
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public readonly string ConfigFile;
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public static int particleCount;
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private const int MaxOutOfViewDist = 500;
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@@ -26,9 +25,8 @@ namespace Barotrauma.Particles
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private Camera cam;
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public ParticleManager(string configFile, Camera cam)
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public ParticleManager(Camera cam)
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{
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ConfigFile = configFile;
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this.cam = cam;
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particles = new Particle[MaxParticles];
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@@ -36,20 +34,22 @@ namespace Barotrauma.Particles
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public void LoadPrefabs()
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{
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XDocument doc = XMLExtensions.TryLoadXml(ConfigFile);
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if (doc == null || doc.Root == null) return;
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prefabs = new Dictionary<string, ParticlePrefab>();
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foreach (XElement element in doc.Root.Elements())
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foreach (string configFile in GameMain.Config.SelectedContentPackage.GetFilesOfType(ContentType.Particles))
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{
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if (prefabs.ContainsKey(element.Name.ToString()))
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XDocument doc = XMLExtensions.TryLoadXml(configFile);
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if (doc == null || doc.Root == null) continue;
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foreach (XElement element in doc.Root.Elements())
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{
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DebugConsole.ThrowError("Error in " + ConfigFile + "! Each particle prefab must have a unique name.");
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continue;
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if (prefabs.ContainsKey(element.Name.ToString()))
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Each particle prefab must have a unique name.");
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continue;
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}
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prefabs.Add(element.Name.ToString(), new ParticlePrefab(element));
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}
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prefabs.Add(element.Name.ToString(), new ParticlePrefab(element));
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}
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}
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}
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public Particle CreateParticle(string prefabName, Vector2 position, float angle, float speed, Hull hullGuess = null)
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