(9122340aa) Fixed inability to enable content packages if some of the files included in the package are already in the game folder (which may happen, for example, if enabling a content package fails)
This commit is contained in:
@@ -108,6 +108,61 @@ namespace Barotrauma
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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@@ -151,32 +206,34 @@ namespace Barotrauma
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}
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}
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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character.MemLocalState.Clear();
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}
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}
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
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if (body.UserData is Limb limb && character.Stun <= 0f)
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else
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{
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if (impact > 3.0f) { PlayImpactSound(limb); }
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}
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else if (body.UserData is Limb || body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer && impact > ImpactTolerance)
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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}
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if (Character.Controlled == character)
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{
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GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
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}
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}
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if (character.MemState.Count < 1) return;
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@@ -601,7 +601,7 @@ namespace Barotrauma.Steam
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{
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// TODO: If you create a new mod via the workshop interface and enable it, it will show the error msg, but still allows you to enable the content.
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if (File.Exists(newContentPackagePath))
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if (File.Exists(newContentPackagePath) && !CheckFileEquality(newContentPackagePath, metaDataFilePath))
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{
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errorMsg = TextManager.Get("WorkshopErrorOverwriteOnEnable")
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.Replace("[itemname]", item.Title)
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@@ -613,7 +613,7 @@ namespace Barotrauma.Steam
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foreach (ContentFile contentFile in contentPackage.Files)
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{
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string sourceFile = Path.Combine(item.Directory.FullName, contentFile.Path);
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if (File.Exists(sourceFile) && File.Exists(contentFile.Path))
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if (File.Exists(sourceFile) && File.Exists(contentFile.Path) && !CheckFileEquality(sourceFile, contentFile.Path))
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{
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errorMsg = TextManager.Get("WorkshopErrorOverwriteOnEnable")
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.Replace("[itemname]", item.Title)
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@@ -685,6 +685,22 @@ namespace Barotrauma.Steam
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return true;
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}
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private static bool CheckFileEquality(string filePath1, string filePath2)
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{
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if (filePath1 == filePath2)
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{
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return true;
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}
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using (FileStream fs1 = File.OpenRead(filePath1))
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using (FileStream fs2 = File.OpenRead(filePath2))
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{
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Md5Hash hash1 = new Md5Hash(fs1);
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Md5Hash hash2 = new Md5Hash(fs2);
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return hash1.Hash == hash2.Hash;
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}
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}
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/// <summary>
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/// Disables a workshop item by removing the files from the game folder.
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/// </summary>
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@@ -162,6 +162,23 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Returns the file paths of all files of the given type in the content packages.
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/// </summary>
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/// <param name="type"></param>
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/// <param name="searchAllContentPackages">If true, also returns files in content packages that are installed but not currently selected.</param>
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public IEnumerable<string> GetFilesOfType(ContentType type, bool searchAllContentPackages = false)
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{
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if (searchAllContentPackages)
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{
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return ContentPackage.GetFilesOfType(ContentPackage.List, type);
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}
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else
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{
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return ContentPackage.GetFilesOfType(SelectedPackages, type);
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}
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}
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/// <summary>
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/// Returns the file paths of all files of the given type in the currently selected content packages.
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/// </summary>
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@@ -8,44 +8,28 @@ namespace Barotrauma
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{
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public class Md5Hash
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{
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private string hash;
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private string shortHash;
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public string Hash { get; private set; }
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public string Hash
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{
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get
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{
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return hash;
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}
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}
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public string ShortHash
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{
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get
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{
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return shortHash;
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}
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}
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public string ShortHash { get; private set; }
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public Md5Hash(string md5Hash)
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{
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this.hash = md5Hash;
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shortHash = GetShortHash(md5Hash);
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this.Hash = md5Hash;
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ShortHash = GetShortHash(md5Hash);
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}
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public Md5Hash(byte[] bytes)
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{
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hash = CalculateHash(bytes);
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Hash = CalculateHash(bytes);
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shortHash = GetShortHash(hash);
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ShortHash = GetShortHash(Hash);
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}
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public Md5Hash(FileStream fileStream)
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{
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hash = CalculateHash(fileStream);
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Hash = CalculateHash(fileStream);
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shortHash = GetShortHash(hash);
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ShortHash = GetShortHash(Hash);
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}
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public Md5Hash(XDocument doc)
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@@ -56,14 +40,14 @@ namespace Barotrauma
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byte[] inputBytes = Encoding.ASCII.GetBytes(docString);
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hash = CalculateHash(inputBytes);
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Hash = CalculateHash(inputBytes);
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shortHash = GetShortHash(hash);
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ShortHash = GetShortHash(Hash);
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}
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public override string ToString()
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{
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return hash;
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return Hash;
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}
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private string CalculateHash(FileStream stream)
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