(3bb9485ad) Add automatic orders as objectives instead of orders so that we can take advantage of the existing priority system. Turn the priority values defined in the xml into modifiers.
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@@ -69,11 +69,6 @@ namespace Barotrauma
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public CrewManager(XElement element, bool isSinglePlayer)
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: this(isSinglePlayer)
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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{
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@@ -181,16 +176,6 @@ namespace Barotrauma
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ToolTip = order.Name
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Red * 0.8f,
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HoverColor = Color.Red * 1.0f,
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PressedColor = Color.Red * 0.6f,
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UserData = "highlighted",
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CanBeFocused = false,
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Visible = false
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};
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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@@ -208,6 +193,16 @@ namespace Barotrauma
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ToggleCrewAreaOpen = GameMain.Config.CrewMenuOpen;
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}
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#endregion
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#region Character list management
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public Rectangle GetCharacterListArea()
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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@@ -729,7 +724,7 @@ namespace Barotrauma
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characterListBox.BarScroll = roundedPos;
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}
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ChatBox.AddMessage(ChatMessage.Create(senderName, text, messageType, sender));
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return radioItem.GetComponent<WifiComponent>();
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}
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private IEnumerable<object> KillCharacterAnim(GUIComponent component)
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