Lobbyscreen store fixes, sub name textbox & save button in sub editor, transitioncinematic on crew death, saving reactor state, radar marker position fix, minimap fix, button sounds, artifact positioning fix, better LegUp prevention method, some music clips when round ends
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@@ -412,6 +412,7 @@ namespace Barotrauma
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if (Info.PickedItemIDs[i] == 0) continue;
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Item item = FindEntityByID(Info.PickedItemIDs[i]) as Item;
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System.Diagnostics.Debug.Assert(item != null);
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if (item == null) continue;
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item.Pick(this, true, true, true);
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@@ -1100,49 +1101,44 @@ namespace Barotrauma
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Kill(CauseOfDeath.Pressure, isNetworkMessage);
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}
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private IEnumerable<object> DeathAnim(Camera cam)
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{
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if (controlled != this) yield return CoroutineStatus.Success;
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//private IEnumerable<object> DeathAnim(Camera cam)
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//{
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// if (controlled != this) yield return CoroutineStatus.Success;
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Character.controlled = null;
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// Character.controlled = null;
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float dimDuration = 8.0f;
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float timer = 0.0f;
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// float dimDuration = 8.0f;
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// float timer = 0.0f;
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Color prevAmbientLight = GameMain.LightManager.AmbientLight;
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Color darkLight = new Color(0.2f, 0.2f, 0.2f, 1.0f);
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// Color prevAmbientLight = GameMain.LightManager.AmbientLight;
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// Color darkLight = new Color(0.2f, 0.2f, 0.2f, 1.0f);
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while (timer < dimDuration)
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{
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timer += CoroutineManager.DeltaTime;
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// while (timer < dimDuration && Character.controlled == null)
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// {
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// timer += CoroutineManager.DeltaTime;
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if (cam != null) cam.OffsetAmount = 0.0f;
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// if (cam != null) cam.OffsetAmount = 0.0f;
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cam.TargetPos = WorldPosition;
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// cam.TargetPos = WorldPosition;
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GameMain.LightManager.AmbientLight = Color.Lerp(prevAmbientLight, darkLight, timer / dimDuration);
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// GameMain.LightManager.AmbientLight = Color.Lerp(prevAmbientLight, darkLight, timer / dimDuration);
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yield return CoroutineStatus.Running;
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}
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// yield return CoroutineStatus.Running;
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// }
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// float lerpLightBack = 0.0f;
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// while (lerpLightBack < 1.0f)
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// {
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// lerpLightBack = Math.Min(lerpLightBack + CoroutineManager.DeltaTime*5.0f, 1.0f);
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while (controlled == this)
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{
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yield return CoroutineStatus.Running;
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}
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// GameMain.LightManager.AmbientLight = Color.Lerp(darkLight, prevAmbientLight, lerpLightBack);
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// yield return CoroutineStatus.Running;
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// }
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float lerpLightBack = 0.0f;
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while (lerpLightBack < 1.0f)
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{
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lerpLightBack = Math.Min(lerpLightBack + 0.05f, 1.0f);
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// cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.AmbientLight = Color.Lerp(darkLight, prevAmbientLight, lerpLightBack);
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yield return CoroutineStatus.Running;
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}
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cam.TargetPos = Vector2.Zero;
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yield return CoroutineStatus.Success;
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}
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// yield return CoroutineStatus.Success;
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//}
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public void Kill(CauseOfDeath causeOfDeath, bool isNetworkMessage = false)
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{
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@@ -1175,7 +1171,7 @@ namespace Barotrauma
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if (OnDeath != null) OnDeath(this, causeOfDeath);
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CoroutineManager.StartCoroutine(DeathAnim(GameMain.GameScreen.Cam));
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//CoroutineManager.StartCoroutine(DeathAnim(GameMain.GameScreen.Cam));
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health = 0.0f;
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