Sp campaign map shows which locations have been visited (+ some minor visual improvements to the map)
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@@ -80,18 +80,28 @@ namespace Barotrauma
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public SinglePlayerMode(XElement element)
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: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
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GenerateMap(mapSeed);
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Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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{
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "crew") continue;
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GameMain.GameSession.CrewManager = new CrewManager(subElement);
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "crew":
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GameMain.GameSession.CrewManager = new CrewManager(subElement);
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break;
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case "map":
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Map = Map.Load(subElement);
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break;
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}
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}
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//backwards compatibility with older save files
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if (Map==null)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
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GenerateMap(mapSeed);
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Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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}
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savedOnStart = true;
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@@ -378,13 +388,14 @@ namespace Barotrauma
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//element.Add(new XAttribute("day", day));
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XElement modeElement = new XElement("gamemode");
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modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
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modeElement.Add(new XAttribute("mapseed", Map.Seed));
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//modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
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//modeElement.Add(new XAttribute("mapseed", Map.Seed));
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CrewManager.Save(modeElement);
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Map.Save(modeElement);
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element.Add(modeElement);
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}
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}
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}
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