MonsterEvents and ArtifactEvents spawn the monsters/items during initialization instead of waiting for the round to start (prevents entity ID mismatches if a client starts the event before receiving a message about something the server has spawned)
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@@ -78,35 +78,7 @@ namespace Barotrauma
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}
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}
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public void TaskStarted(Task task)
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{
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//Color color = Color.Red;
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//int width = 250;
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//if (task.Priority < 30.0f)
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//{
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// width = 200;
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// color = Color.Yellow;
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//}
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//else if (task.Priority < 60)
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//{
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// width = 220;
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// color = Color.Orange;
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//}
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//GUIFrame frame = new GUIFrame(new Rectangle(0,0,width,40), Color.Transparent, Alignment.Right, null, taskListBox);
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//frame.UserData = task;
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//frame.Padding = new Vector4(0.0f, 5.0f, 5.0f, 5.0f);
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//GUIFrame colorFrame = new GUIFrame(new Rectangle(0, 0, 0, 0), color * 0.5f, Alignment.Right, null, frame);
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//GUITextBlock textBlock = new GUITextBlock(new Rectangle(5, 5, 0, 20), task.Name, Color.Transparent, Color.Black, Alignment.Right, null, colorFrame);
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//textBlock.Padding = new Vector4(10.0f, 10.0f, 0.0f, 0.0f);
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//colorFrame.AddChild(textBlock);
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//taskListBox.children.Sort((x, y) => ((Task)y.UserData).Priority.CompareTo(((Task)x.UserData).Priority));
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}
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public void TaskFinished(Task task)
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{
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