v1.1.18.0 (Treacherous Tides Update)
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@@ -218,6 +218,18 @@ namespace Barotrauma
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public readonly int DangerLevel;
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/// <summary>
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/// An event of this danger level (or higher) must have been selected previously for this event to trigger.
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/// It does not matter whether the event was completed successfully or not. Defaults to one less than the DangerLevel of this event.
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/// </summary>
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public readonly int RequiredPreviousDangerLevel;
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/// <summary>
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/// An event of a lower danger level must have been completed on the previous round for this event to trigger.
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/// Defaults to false (no requirements)
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/// </summary>
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public readonly bool RequirePreviousDangerLevelCompleted;
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/// <summary>
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/// Minimum number of non-spectating human players on the server for the event to get selected.
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/// </summary>
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@@ -254,7 +266,10 @@ namespace Barotrauma
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public TraitorEventPrefab(ContentXElement element, RandomEventsFile file, Identifier fallbackIdentifier = default)
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: base(element, file, fallbackIdentifier)
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{
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DangerLevel = MathHelper.Clamp(element.GetAttributeInt(nameof(DangerLevel), MinDangerLevel), MinDangerLevel, MaxDangerLevel);
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DangerLevel = MathHelper.Clamp(element.GetAttributeInt(nameof(DangerLevel), MinDangerLevel), min: MinDangerLevel, max: MaxDangerLevel);
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RequiredPreviousDangerLevel = MathHelper.Clamp(element.GetAttributeInt(nameof(RequiredPreviousDangerLevel), def: DangerLevel - 1), min: 0, max: MaxDangerLevel - 1);
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RequirePreviousDangerLevelCompleted = element.GetAttributeBool(nameof(RequirePreviousDangerLevelCompleted), false);
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MinPlayerCount = element.GetAttributeInt(nameof(MinPlayerCount), 0);
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