Some cleanup using ReSharper (mostly removing redundancies)
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@@ -206,12 +206,7 @@ namespace Barotrauma
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{
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var frame = c.CreateCharacterFrame(hireList, c.Name + " (" + c.Job.Name + ")", c);
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//GUITextBlock textBlock = new GUITextBlock(
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// new Rectangle(0, 0, 0, 25),
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// c.Name + " (" + c.Job.Name + ")", GUI.Style, hireList);
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//textBlock.UserData = c;
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var textBlock = new GUITextBlock(
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new GUITextBlock(
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new Rectangle(0, 0, 0, 25),
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c.Salary.ToString(),
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null, null,
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@@ -475,7 +470,7 @@ namespace Barotrauma
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GUIComponent prevInfoFrame = null;
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foreach (GUIComponent child in bottomPanel[selectedRightPanel].children)
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{
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if (child.UserData as CharacterInfo == null) continue;
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if (!(child.UserData is CharacterInfo)) continue;
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prevInfoFrame = child;
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}
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@@ -208,16 +208,13 @@ namespace Barotrauma
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otherButton.Selected = false;
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}
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if (Screen.Selected != this) Select();
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if (Selected != this) Select();
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return true;
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}
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public void SelectTab(Tab tab)
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{
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int oldTab = selectedTab;
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if (GameMain.Config.UnsavedSettings)
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{
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var applyBox = new GUIMessageBox("Apply changes?", "Do you want to apply the settings or discard the changes?",
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@@ -246,7 +246,7 @@ namespace Barotrauma
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//traitor probability ------------------------------------------------------------------
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var traitorText = new GUITextBlock(new Rectangle(columnX, 180, 20, 20), "Traitors:", GUI.Style, infoFrame);
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new GUITextBlock(new Rectangle(columnX, 180, 20, 20), "Traitors:", GUI.Style, infoFrame);
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traitorProbabilityButtons = new GUIButton[2];
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@@ -1000,7 +1000,7 @@ namespace Barotrauma
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//msg.Write(durationBar.BarScroll);
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msg.Write(LevelSeed);
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msg.Write(GameMain.Server == null ? false : GameMain.Server.AutoRestart);
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msg.Write(GameMain.Server != null && GameMain.Server.AutoRestart);
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msg.Write(GameMain.Server == null ? 0.0f : GameMain.Server.AutoRestartTimer);
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msg.Write((byte)(playerList.CountChildren));
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@@ -45,11 +45,10 @@ namespace Barotrauma
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private IEnumerable<object> UpdateColorFade(Color from, Color to, float duration)
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{
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while (Screen.Selected != this)
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while (Selected != this)
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{
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yield return CoroutineStatus.Running;
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}
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float timer = 0.0f;
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@@ -1,12 +1,7 @@
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using System;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Factories;
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using FarseerPhysics.Dynamics;
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using System.IO;
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using System.Collections.Generic;
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using RestSharp;
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