Some more hard-coded text removal
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@@ -182,10 +182,10 @@ namespace Barotrauma
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partial void KillProjSpecific()
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{
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if (GameMain.NetworkMember != null && Character.controlled == this)
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if (GameMain.NetworkMember != null && controlled == this)
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{
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string chatMessage = TextManager.Get("Self_CauseOfDeathDescription." + causeOfDeath.ToString());
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if (GameMain.Client != null) chatMessage += " Your chat messages will only be visible to other dead players.";
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if (GameMain.Client != null) chatMessage += " " + TextManager.Get("DeathChatNotification");
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GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
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GameMain.LightManager.LosEnabled = false;
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@@ -290,11 +290,11 @@ namespace Barotrauma
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}
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if (this == controlled) return;
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if (nameVisible && info != null)
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{
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string name = Info.DisplayName;
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if (controlled == null && name != Info.Name) name += " (Disguised)";
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if (controlled == null && name != Info.Name) name += " " + TextManager.Get("Disguised");
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Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
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Vector2 screenSize = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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