Build 0.20.0.0
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+3
-2
@@ -347,6 +347,8 @@ namespace Barotrauma
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(GameMain.GameSession?.GameMode as MultiPlayerCampaign)?.SaveExperiencePoints(c);
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}
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}
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// Event history must be registered before ending the round or it will be cleared
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GameMain.GameSession.EventManager.RegisterEventHistory();
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}
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GameMain.GameSession.EndRound("", traitorResults, transitionType);
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@@ -360,7 +362,6 @@ namespace Barotrauma
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LeaveUnconnectedSubs(leavingSub);
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NextLevel = newLevel;
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GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
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GameMain.GameSession.EventManager.RegisterEventHistory();
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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else
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@@ -1019,7 +1020,7 @@ namespace Barotrauma
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UpgradeManager.PurchaseUpgrade(prefab, category, client: sender);
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// unstable logging
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int price = prefab.Price.GetBuyprice(UpgradeManager.GetUpgradeLevel(prefab, category), Map?.CurrentLocation);
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int price = prefab.Price.GetBuyPrice(UpgradeManager.GetUpgradeLevel(prefab, category), Map?.CurrentLocation);
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int level = UpgradeManager.GetUpgradeLevel(prefab, category);
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GameServer.Log($"SERVER: Purchased level {level} {category.Identifier}.{prefab.Identifier} for {price}", ServerLog.MessageType.ServerMessage);
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}
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