Build 0.21.6.0 (1.0 pre-patch)
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@@ -5,6 +5,7 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Xml.Linq;
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@@ -13,13 +14,11 @@ namespace Barotrauma
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abstract partial class CampaignMode : GameMode
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{
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[NetworkSerialize]
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public struct SaveInfo : INetSerializableStruct
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{
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public string FilePath;
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public int SaveTime;
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public string SubmarineName;
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public string[] EnabledContentPackageNames;
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}
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public readonly record struct SaveInfo(
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string FilePath,
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Option<SerializableDateTime> SaveTime,
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string SubmarineName,
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ImmutableArray<string> EnabledContentPackageNames) : INetSerializableStruct;
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public const int MaxMoney = int.MaxValue / 2; //about 1 billion
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public const int InitialMoney = 8500;
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@@ -1114,7 +1113,6 @@ namespace Barotrauma
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if (item.Components.None(c => c is Pickable)) { continue; }
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if (item.Components.Any(c => c is Pickable p && p.IsAttached)) { continue; }
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if (item.Components.Any(c => c is Wire w && w.Connections.Any(c => c != null))) { continue; }
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if (item.Container?.GetComponent<ItemContainer>() is { DrawInventory: false }) { continue; }
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itemsToTransfer.Add((item, item.Container));
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item.Submarine = null;
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}
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@@ -82,7 +82,7 @@ namespace Barotrauma
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}
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public const int DefaultMaxMissionCount = 2;
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public const int MaxMissionCountLimit = 10;
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public const int MaxMissionCountLimit = 3;
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public const int MinMissionCountLimit = 1;
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public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
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@@ -46,15 +46,15 @@ namespace Barotrauma
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public static void Init()
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{
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#if CLIENT
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Tutorial = new GameModePreset("tutorial".ToIdentifier(), typeof(TutorialMode), true);
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DevSandbox = new GameModePreset("devsandbox".ToIdentifier(), typeof(GameMode), true);
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SinglePlayerCampaign = new GameModePreset("singleplayercampaign".ToIdentifier(), typeof(SinglePlayerCampaign), true);
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TestMode = new GameModePreset("testmode".ToIdentifier(), typeof(TestGameMode), true);
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Tutorial = new GameModePreset("tutorial".ToIdentifier(), typeof(TutorialMode), isSinglePlayer: true);
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DevSandbox = new GameModePreset("devsandbox".ToIdentifier(), typeof(GameMode), isSinglePlayer: true);
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SinglePlayerCampaign = new GameModePreset("singleplayercampaign".ToIdentifier(), typeof(SinglePlayerCampaign), isSinglePlayer: true);
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TestMode = new GameModePreset("testmode".ToIdentifier(), typeof(TestGameMode), isSinglePlayer: true);
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#endif
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Sandbox = new GameModePreset("sandbox".ToIdentifier(), typeof(GameMode), false);
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Mission = new GameModePreset("mission".ToIdentifier(), typeof(CoOpMode), false);
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PvP = new GameModePreset("pvp".ToIdentifier(), typeof(PvPMode), false);
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MultiPlayerCampaign = new GameModePreset("multiplayercampaign".ToIdentifier(), typeof(MultiPlayerCampaign), false, false);
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Sandbox = new GameModePreset("sandbox".ToIdentifier(), typeof(GameMode), isSinglePlayer: false);
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Mission = new GameModePreset("mission".ToIdentifier(), typeof(CoOpMode), isSinglePlayer: false);
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PvP = new GameModePreset("pvp".ToIdentifier(), typeof(PvPMode), isSinglePlayer: false);
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MultiPlayerCampaign = new GameModePreset("multiplayercampaign".ToIdentifier(), typeof(MultiPlayerCampaign), isSinglePlayer: false);
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}
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}
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}
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