Sending level seed & level gen errors to GameAnalytics
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@@ -18,7 +18,7 @@ namespace Barotrauma
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private List<Body> bodies;
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public LevelWall(List<Vector2> edgePositions, Vector2 extendAmount, Color color)
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public LevelWall(List<Vector2> edgePositions, Vector2 extendAmount, Color color, Level level)
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{
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cells = new List<VoronoiCell>();
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for (int i = 0; i < edgePositions.Count - 1; i++)
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@@ -46,13 +46,13 @@ namespace Barotrauma
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cells.Add(wallCell);
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}
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bodies = CaveGenerator.GeneratePolygons(cells, out List<Vector2[]> triangles, false);
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bodies = CaveGenerator.GeneratePolygons(cells, level, out List<Vector2[]> triangles, false);
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#if CLIENT
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List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
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SetBodyVertices(bodyVertices.ToArray(), color);
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SetWallVertices(CaveGenerator.GenerateWallShapes(cells), color);
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SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color);
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#endif
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}
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