Build 0.20.8.0
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@@ -16,6 +16,7 @@ using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using System.Threading;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -465,10 +466,11 @@ namespace Barotrauma
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LegacySteamUgcTransition.Prepare();
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var contentPackageLoadRoutine = ContentPackageManager.Init();
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foreach (var progress in contentPackageLoadRoutine)
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foreach (var progress in contentPackageLoadRoutine
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.Select(p => p.Result).Successes())
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{
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const float min = 1f, max = 70f;
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TitleScreen.LoadState = MathHelper.Lerp(min, max, progress.Value);
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TitleScreen.LoadState = MathHelper.Lerp(min, max, progress);
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yield return CoroutineStatus.Running;
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}
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@@ -1078,10 +1080,9 @@ namespace Barotrauma
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if (GameSession != null)
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{
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double roundDuration = Timing.TotalTime - GameSession.RoundStartTime;
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GameAnalyticsManager.AddProgressionEvent(GameAnalyticsManager.ProgressionStatus.Fail,
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GameSession.GameMode?.Preset.Identifier.Value ?? "none",
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roundDuration);
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GameSession.RoundDuration);
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string eventId = "QuitRound:" + (GameSession.GameMode?.Preset.Identifier.Value ?? "none") + ":";
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GameAnalyticsManager.AddDesignEvent(eventId + "EventManager:CurrentIntensity", GameSession.EventManager.CurrentIntensity);
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foreach (var activeEvent in GameSession.EventManager.ActiveEvents)
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