Fixed merge and some errors
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+1
-1
@@ -164,7 +164,7 @@ namespace Barotrauma
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var order = new Order(orderPrefab, autonomousObjective.Option, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
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if (order == null) { continue; }
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if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) &&
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Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC && !character.IsFriendlyNPCTurnedHostile)
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Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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{
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if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
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{
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@@ -323,14 +323,15 @@ namespace Barotrauma.Items.Components
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wire.RegisterSignal(signal, source: this);
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#endif
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SendSignalIntoConnection(signal, recipient);
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GameMain.LuaCs.Hook.Call("signalReceived", signal, recipient);
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GameMain.LuaCs.Hook.Call("signalReceived." + recipient.item.Prefab.Identifier, signal, recipient);
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}
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GameMain.LuaCs.Hook.Call("signalReceived", signal, connection);
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GameMain.LuaCs.Hook.Call("signalReceived." + recipient.item.Prefab.Identifier, signal, connection);
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foreach (CircuitBoxConnection connection in CircuitBoxConnections)
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{
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connection.ReceiveSignal(signal);
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GameMain.LuaCs.Hook.Call("signalReceived", signal, connection.Connection);
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GameMain.LuaCs.Hook.Call("signalReceived." + connection.Connection.Item.Prefab.Identifier, signal, connection);
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}
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enumeratingWires = false;
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foreach (var removedWire in removedWires)
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@@ -428,4 +429,4 @@ namespace Barotrauma.Items.Components
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parentElement.Add(newElement);
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}
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}
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}
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}
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@@ -2968,7 +2968,7 @@ namespace Barotrauma
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if (condition <= 0.0f) { return; }
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var should = GameMain.LuaCs.Hook.Call<bool?>("item.use", new object[] { this, character, targetLimb });
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var should = GameMain.LuaCs.Hook.Call<bool?>("item.use", new object[] { this, user, targetLimb, useTarget });
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if (should != null && should.Value) { return; }
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@@ -489,9 +489,9 @@ namespace Barotrauma
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GameMain.Server.SendChatMessage(msg, messageType, sender, character);
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}
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public static void SendTraitorMessage(Client client, string msg, Identifier missionid, TraitorMessageType type)
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public static void SendTraitorMessage(WriteOnlyMessage message, Client client)
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{
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GameMain.Server.SendTraitorMessage(client, msg, missionid, type);
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GameMain.Server.SendTraitorMessage(message, client);
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}
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public static void SendDirectChatMessage(string sendername, string text, Character sender, ChatMessageType messageType = ChatMessageType.Private, Client client = null, string iconStyle = "")
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@@ -28,6 +28,45 @@ namespace Barotrauma
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}
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private static void CopyFolder(string sourceDirName, string destDirName, bool copySubDirs, bool overwriteExisting = false)
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{
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// Get the subdirectories for the specified directory.
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DirectoryInfo dir = new DirectoryInfo(sourceDirName);
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if (!dir.Exists)
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{
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throw new System.IO.DirectoryNotFoundException(
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"Source directory does not exist or could not be found: "
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+ sourceDirName);
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}
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IEnumerable<DirectoryInfo> dirs = dir.GetDirectories();
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// If the destination directory doesn't exist, create it.
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if (!Directory.Exists(destDirName))
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{
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Directory.CreateDirectory(destDirName);
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}
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// Get the files in the directory and copy them to the new location.
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IEnumerable<FileInfo> files = dir.GetFiles();
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foreach (FileInfo file in files)
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{
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string tempPath = Path.Combine(destDirName, file.Name);
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if (!overwriteExisting && File.Exists(tempPath)) { continue; }
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file.CopyTo(tempPath, true);
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}
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// If copying subdirectories, copy them and their contents to new location.
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if (copySubDirs)
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{
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foreach (DirectoryInfo subdir in dirs)
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{
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string tempPath = Path.Combine(destDirName, subdir.Name);
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CopyFolder(subdir.FullName, tempPath, copySubDirs, overwriteExisting);
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}
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}
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}
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private async void DownloadWorkshopItemAsync(WorkshopItemDownload download, bool startDownload = false)
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{
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if (startDownload)
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@@ -45,7 +84,7 @@ namespace Barotrauma
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}
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itemsBeingDownloaded.Remove(download);
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SaveUtil.CopyFolder(download.Item.Directory, download.Destination, true, true);
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CopyFolder(download.Item.Directory, download.Destination, true, true);
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return;
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}
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}
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