Unstable 0.16.1.0
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@@ -37,7 +37,6 @@ namespace Barotrauma
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{
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IsSinglePlayer = isSinglePlayer;
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conversationTimer = 5.0f;
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InitProjectSpecific();
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}
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@@ -100,10 +99,10 @@ namespace Barotrauma
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foreach (XElement characterElement in element.Elements())
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{
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if (!characterElement.Name.ToString().Equals("character", StringComparison.OrdinalIgnoreCase)) { continue; }
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CharacterInfo characterInfo = new CharacterInfo(characterElement);
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#if CLIENT
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if (characterElement.GetAttributeBool("lastcontrolled", false)) { characterInfo.LastControlled = true; }
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characterInfo.CrewListIndex = characterElement.GetAttributeInt("crewlistindex", -1);
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#endif
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characterInfos.Add(characterInfo);
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foreach (XElement subElement in characterElement.Elements())
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@@ -133,7 +132,7 @@ namespace Barotrauma
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characterInfos.Remove(characterInfo);
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}
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public void AddCharacter(Character character)
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public void AddCharacter(Character character, bool sortCrewList = true)
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{
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if (character.Removed)
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{
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@@ -155,7 +154,11 @@ namespace Barotrauma
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characterInfos.Add(character.Info);
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}
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#if CLIENT
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AddCharacterToCrewList(character);
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var characterComponent = AddCharacterToCrewList(character);
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if (sortCrewList)
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{
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SortCrewList();
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}
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if (character.CurrentOrders != null)
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{
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foreach (var order in character.CurrentOrders)
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@@ -254,12 +257,16 @@ namespace Barotrauma
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}
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}
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AddCharacter(character);
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AddCharacter(character, sortCrewList: false);
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#if CLIENT
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if (IsSinglePlayer && (Character.Controlled == null || character.Info.LastControlled)) { Character.Controlled = character; }
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#endif
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}
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#if CLIENT
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if (IsSinglePlayer) { SortCrewList(); }
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#endif
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//longer delay in multiplayer to prevent the server from triggering NPC conversations while the players are still loading the round
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conversationTimer = IsSinglePlayer ? Rand.Range(5.0f, 10.0f) : Rand.Range(45.0f, 60.0f);
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}
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