Release 1.9.7.0 - Summer Update 2025
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@@ -109,6 +109,8 @@ namespace Barotrauma
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public readonly bool AllowRetry;
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public readonly bool ShowSonarLabels;
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public readonly bool ShowInMenus, ShowStartMessage;
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public readonly bool IsSideObjective;
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@@ -219,11 +221,12 @@ namespace Barotrauma
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}
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}
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Reward = element.GetAttributeInt("reward", 1);
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ExperienceMultiplier = element.GetAttributeFloat("experiencemultiplier", 1.0f);
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AllowRetry = element.GetAttributeBool("allowretry", false);
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ShowInMenus = element.GetAttributeBool("showinmenus", true);
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ShowStartMessage = element.GetAttributeBool("showstartmessage", true);
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Reward = element.GetAttributeInt(nameof(Reward), 1);
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ExperienceMultiplier = element.GetAttributeFloat(nameof(ExperienceMultiplier), 1.0f);
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AllowRetry = element.GetAttributeBool(nameof(AllowRetry), false);
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ShowSonarLabels = element.GetAttributeBool(nameof(ShowSonarLabels), true);
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ShowInMenus = element.GetAttributeBool(nameof(ShowInMenus), true);
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ShowStartMessage = element.GetAttributeBool(nameof(ShowStartMessage), true);
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IsSideObjective = element.GetAttributeBool("sideobjective", false);
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RequireWreck = element.GetAttributeBool(nameof(RequireWreck), false);
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@@ -237,11 +240,12 @@ namespace Barotrauma
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BlockLocationTypeChanges = element.GetAttributeBool(nameof(BlockLocationTypeChanges), false);
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RequiredLocationFaction = element.GetAttributeIdentifier(nameof(RequiredLocationFaction), Identifier.Empty);
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Commonness = element.GetAttributeInt("commonness", 1);
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AllowOtherMissionsInLevel = element.GetAttributeBool("allowothermissionsinlevel", true);
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Commonness = element.GetAttributeInt(nameof(Commonness), 1);
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AllowOtherMissionsInLevel = element.GetAttributeBool(nameof(AllowOtherMissionsInLevel), true);
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if (element.GetAttribute("difficulty") != null)
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{
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int difficulty = element.GetAttributeInt("difficulty", MinDifficulty);
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int difficulty = element.GetAttributeInt(nameof(Difficulty), MinDifficulty);
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Difficulty = Math.Clamp(difficulty, MinDifficulty, MaxDifficulty);
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}
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MinLevelDifficulty = element.GetAttributeInt(nameof(MinLevelDifficulty), MinLevelDifficulty);
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