Release 1.10.5.0 - Autumn Update 2025
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@@ -21,6 +21,9 @@
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[Serialize(0, IsPropertySaveable.Yes, description: "The state to set the mission to, or how much to add to the state of the mission.")]
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public int State { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the mission is forced to fail without a chance of retrying it.")]
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public bool ForceFailure { get; set; }
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private bool isFinished;
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public MissionStateAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
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@@ -31,7 +34,7 @@
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DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": MissionIdentifier has not been configured.",
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contentPackage: element.ContentPackage);
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}
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if (Operation == OperationType.Add && State == 0)
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if (Operation == OperationType.Add && State == 0 && !ForceFailure)
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{
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DebugConsole.AddWarning($"Potential error in event \"{parentEvent.Prefab.Identifier}\": {nameof(MissionStateAction)} is set to add 0 to the mission state, which will do nothing.",
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contentPackage: element.ContentPackage);
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@@ -54,6 +57,11 @@
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foreach (Mission mission in GameMain.GameSession.Missions)
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{
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if (mission.Prefab.Identifier != MissionIdentifier) { continue; }
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if (ForceFailure)
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{
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mission.ForceFailure = true;
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}
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switch (Operation)
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{
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case OperationType.Set:
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