Build 0.20.7.0
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@@ -114,15 +114,9 @@ namespace Barotrauma
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public readonly bool DisableInHuntingGrounds;
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/// <summary>
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/// If true, events from this set shouldn't be selected again as long as they remain in <see cref="LevelData.NonRepeatableEvents"/> which has a limited size.
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/// Use <see cref="Unique"/> to prevent selecting the whole set again altogether.
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/// If true, events from this set can only occur once in the level.
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/// </summary>
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public readonly bool OncePerOutpost;
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/// <summary>
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/// If true, the whole set can only be selected once for a level.
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/// </summary>
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public readonly bool Unique;
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public readonly bool OncePerLevel;
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public readonly bool DelayWhenCrewAway;
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@@ -289,8 +283,7 @@ namespace Barotrauma
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DisableInHuntingGrounds = element.GetAttributeBool("disableinhuntinggrounds", false);
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IgnoreCoolDown = element.GetAttributeBool("ignorecooldown", parentSet?.IgnoreCoolDown ?? (PerRuin || PerCave || PerWreck));
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DelayWhenCrewAway = element.GetAttributeBool("delaywhencrewaway", !PerRuin && !PerCave && !PerWreck);
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OncePerOutpost = element.GetAttributeBool("onceperoutpost", false);
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Unique = element.GetAttributeBool("unique", false);
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OncePerLevel = element.GetAttributeBool("onceperlevel", element.GetAttributeBool("onceperoutpost", false));
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TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
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IsCampaignSet = element.GetAttributeBool("campaign", LevelType == LevelData.LevelType.Outpost || (parentSet?.IsCampaignSet ?? false));
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ResetTime = element.GetAttributeFloat("resettime", 0);
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