Sending level seed & level gen errors to GameAnalytics
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@@ -349,7 +349,7 @@ namespace Barotrauma
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return pathCells;
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}
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<Vector2[]> renderTriangles, bool setSolid = true)
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, Level level, out List<Vector2[]> renderTriangles, bool setSolid = true)
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{
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renderTriangles = new List<Vector2[]>();
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var bodies = new List<Body>();
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@@ -428,6 +428,15 @@ namespace Barotrauma
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Vertices bodyVertices = new Vertices(triangles[i]);
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var newFixture = FixtureFactory.AttachPolygon(bodyVertices, 5.0f, cellBody);
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newFixture.UserData = cell;
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if (newFixture.Shape.MassData.Area < FarseerPhysics.Settings.Epsilon)
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{
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DebugConsole.ThrowError("Invalid triangle created by CaveGenerator (" + triangles[i][0] + ", " + triangles[i][1] + ", " + triangles[i][2] + ")");
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GameAnalyticsManager.AddErrorEventOnce(
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"CaveGenerator.GeneratePolygons:InvalidTriangle",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
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"Invalid triangle created by CaveGenerator (" + triangles[i][0] + ", " + triangles[i][1] + ", " + triangles[i][2] + "). Seed: " + level.Seed);
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}
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}
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cell.body = cellBody;
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