GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -31,9 +31,9 @@ namespace Subsurface
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if (DateTime.Now >= endTime)
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{
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string endMessage = traitor.character.info.name + " was a traitor! ";
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endMessage += (traitor.character.info.gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + target.character.info.name + ". The task was unsuccesful.";
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string endMessage = traitor.character.Info.Name + " was a traitor! ";
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endMessage += (traitor.character.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + target.character.Info.Name + ". The task was unsuccesful.";
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End(endMessage);
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return;
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}
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@@ -44,13 +44,13 @@ namespace Subsurface
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int clientCount = Game1.Server.connectedClients.Count();
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if (clientCount < 2) return;
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int traitorIndex = Game1.localRandom.Next(clientCount);
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int traitorIndex = Rand.Int(clientCount, false);
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traitor = Game1.Server.connectedClients[traitorIndex];
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int targetIndex = 0;
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while (targetIndex==traitorIndex)
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while (targetIndex == traitorIndex)
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{
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targetIndex = Game1.localRandom.Next(clientCount);
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targetIndex = Rand.Int(clientCount, false);
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}
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target = Game1.Server.connectedClients[targetIndex];
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@@ -61,9 +61,9 @@ namespace Subsurface
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{
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if (target.character.IsDead)
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{
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string endMessage = traitor.character.info.name + " was a traitor! ";
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endMessage += (traitor.character.info.gender == Gender.Male) ? "his" : "her";
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endMessage += " task was to assassinate " + target.character.info.name + ". The task was succesful.";
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string endMessage = traitor.character.Info.Name + " was a traitor! ";
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endMessage += (traitor.character.Info.Gender == Gender.Male) ? "his" : "her";
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endMessage += " task was to assassinate " + target.character.Info.Name + ". The task was succesful.";
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End(endMessage);
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}
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}
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