bdbcef4...18b4bac
commit 18b4bacd5bb645f36f62e77587af971cb789d37c Author: Daniel Asteljoki <daniel.asteljoki@gmail.com> Date: Fri Mar 8 13:04:51 2019 +0200 Added a beginner level sub commit eef09f7d07cde64d1f2f6971eda733505339a0c0 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 19:05:14 2019 +0200 Remove the old sprite when recreating the sprite. commit a6c3ce00782882bc14f200f95abab0fa4d5d9a2d Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 19:04:51 2019 +0200 Fix gender specific wearables not refreshing when we change the gender. commit f606b801dac9e4cbb4238506ff4d73981709a2f8 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 18:42:14 2019 +0200 Move some console commands from the shared project to the client. These should not be debug only, because they might be useful for modders too. commit 154251c183eacf37e92fa7b27bb6d57bb15797d8 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 14:42:22 2019 +0200 Disable latchonto ai for now.
This commit is contained in:
@@ -1782,6 +1782,189 @@ namespace Barotrauma
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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{
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GameMain.Config.MusicVolume = 0.5f;
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GameMain.Config.SoundVolume = 0.5f;
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NewMessage("Music and sound volume set to 0.5", Color.Green);
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commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
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{
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float defaultZoom = Screen.Selected.Cam.DefaultZoom;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
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float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
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float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
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float minZoom = Screen.Selected.Cam.MinZoom;
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
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float maxZoom = Screen.Selected.Cam.MaxZoom;
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
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Screen.Selected.Cam.DefaultZoom = defaultZoom;
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Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
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Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
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Screen.Selected.Cam.MinZoom = minZoom;
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Screen.Selected.Cam.MaxZoom = maxZoom;
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}));
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commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
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{
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float distortScaleX = 0.5f, distortScaleY = 0.5f;
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float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
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float blurAmount = 0.0f;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
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WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
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WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
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WaterRenderer.BlurAmount = blurAmount;
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s) first!");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Item item)
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{
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item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
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(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
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(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
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}
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else if (mapEntity is Structure structure)
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{
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if (!structure.ResizeHorizontal)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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(int)structure.Prefab.ScaledSize.X,
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structure.Rect.Height);
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}
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if (!structure.ResizeVertical)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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structure.Rect.Width,
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(int)structure.Prefab.ScaledSize.Y);
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}
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}
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}
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}
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}
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}, isCheat: false));
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#endif
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GameMain.Config.SaveNewPlayerConfig();
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
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string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
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string[] lines;
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try
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{
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lines = File.ReadAllLines(sourcePath);
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}
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catch (Exception e)
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{
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ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(destinationPath);
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (i >= lines.Length)
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{
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ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
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return;
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}
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element.Value = lines[i];
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i++;
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}
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doc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
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return new string[][]
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{
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files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
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files.Where(f => Path.GetExtension(f)==".xml").ToArray()
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};
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}));
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commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
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{
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if (args.Length < 2) return;
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string sourcePath = args[0];
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string destinationPath = args[1];
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var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
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var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
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XElement destinationElement = destinationDoc.Root.Elements().First();
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foreach (XElement element in sourceDoc.Root.Elements())
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{
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if (destinationDoc.Root.Element(element.Name) == null)
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{
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element.Value = "!!!!!!!!!!!!!" + element.Value;
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destinationElement.AddAfterSelf(element);
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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#if DEBUG
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commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
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{
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if (args.Length != 1) return;
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TextManager.CheckForDuplicates(args[0]);
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}));
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commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
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{
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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@@ -2424,6 +2607,102 @@ namespace Barotrauma
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}
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}
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}, isCheat: true));
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commands.Add(new Command("flipx", "flipx: mirror the main submarine horizontally", (string[] args) =>
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{
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Submarine.MainSub?.FlipX();
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}, isCheat: true));
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commands.Add(new Command("gender", "Set the gender of the controlled character. Allowed parameters: Male, Female, None.", args =>
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{
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var character = Character.Controlled;
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if (character == null)
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{
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ThrowError("Not controlling any character!");
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return;
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}
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if (args.Length == 0)
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{
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ThrowError("No parameters provided!");
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return;
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}
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if (Enum.TryParse(args[0], true, out Gender gender))
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{
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character.Info.Gender = gender;
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character.ReloadHead();
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foreach (var limb in character.AnimController.Limbs)
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{
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if (limb.type != LimbType.Head)
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{
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limb.RecreateSprite();
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}
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foreach (var wearable in limb.WearingItems)
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{
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if (wearable.Gender != Gender.None && wearable.Gender != gender)
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{
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wearable.Gender = gender;
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}
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}
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}
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}
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}, isCheat: true));
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commands.Add(new Command("race", "Set race of the controlled character. Allowed parameters: White, Black, Asian, None.", args =>
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{
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var character = Character.Controlled;
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if (character == null)
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{
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ThrowError("Not controlling any character!");
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return;
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}
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if (args.Length == 0)
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{
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ThrowError("No parameters provided!");
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return;
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}
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if (Enum.TryParse(args[0], true, out Race race))
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{
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character.Info.Race = race;
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character.ReloadHead();
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}
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}, isCheat: true));
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commands.Add(new Command("loadhead|head", "Load head sprite(s). Required argument: head id. Optional arguments: hair index, beard index, moustache index, face attachment index.", args =>
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{
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var character = Character.Controlled;
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if (character == null)
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{
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ThrowError("Not controlling any character!");
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return;
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}
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if (args.Length == 0)
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{
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ThrowError("No head id provided!");
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return;
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}
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if (int.TryParse(args[0], out int id))
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{
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int hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex;
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hairIndex = beardIndex = moustacheIndex = faceAttachmentIndex = -1;
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if (args.Length > 1)
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{
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int.TryParse(args[1], out hairIndex);
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}
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if (args.Length > 2)
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{
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int.TryParse(args[2], out beardIndex);
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}
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if (args.Length > 3)
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{
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int.TryParse(args[3], out moustacheIndex);
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}
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if (args.Length > 4)
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{
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int.TryParse(args[4], out faceAttachmentIndex);
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}
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character.ReloadHead(id, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
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}
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}, isCheat: true));
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}
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private static void ReloadWearables(Character character)
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Reference in New Issue
Block a user