(af16ecdfa) Merge branch 'dev' into human-ai
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@@ -623,8 +623,12 @@ namespace Barotrauma
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{
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((GUIMessageBox)GUIMessageBox.VisibleBox).Close();
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}
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else if (Tutorial.Initialized && Tutorial.ContentRunning)
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{
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(GameMain.GameSession.GameMode as TutorialMode).Tutorial.CloseActiveContentGUI();
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}
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else if ((Character.Controlled?.SelectedConstruction == null || !Character.Controlled.SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null))
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&& Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null)
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&& Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null)
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{
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// Otherwise toggle pausing, unless another window/interface is open.
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GUI.TogglePauseMenu();
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@@ -632,7 +636,7 @@ namespace Barotrauma
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}
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GUI.ClearUpdateList();
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen || ContextualTutorial.ContentRunning) &&
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen || Tutorial.ContentRunning) &&
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(NetworkMember == null || !NetworkMember.GameStarted);
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Screen.Selected.AddToGUIUpdateList();
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@@ -651,9 +655,9 @@ namespace Barotrauma
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{
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Screen.Selected.Update(Timing.Step);
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}
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else if (ContextualTutorial.Initialized && ContextualTutorial.ContentRunning && GameSession.GameMode is SinglePlayerCampaign)
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else if (Tutorial.Initialized && Tutorial.ContentRunning)
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{
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(GameSession.GameMode as SinglePlayerCampaign).ContextualTutorial.Update((float)Timing.Step);
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(GameSession.GameMode as TutorialMode).Update((float)Timing.Step);
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}
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if (NetworkMember != null)
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