v1.0.13.1 (first post-1.0 patch)
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@@ -20,19 +20,6 @@ namespace Barotrauma
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}
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public delegate void MessageSender(string message);
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public void Greet(GameServer server, string codeWords, string codeResponse, MessageSender messageSender)
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{
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string greetingMessage = TextManager.FormatServerMessage(Mission.StartText,
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("[codewords]", codeWords),
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("[coderesponse]", codeResponse));
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messageSender(greetingMessage);
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Client traitorClient = server.ConnectedClients.Find(c => c.Character == Character);
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Client ownerClient = server.ConnectedClients.Find(c => c.Connection == server.OwnerConnection);
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if (traitorClient != ownerClient && ownerClient != null && ownerClient.Character == null)
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{
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GameMain.Server.SendTraitorMessage(ownerClient, CurrentObjective.StartMessageServerText.Value, Mission.Identifier, TraitorMessageType.ServerMessageBox);
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}
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}
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public void SendChatMessage(string serverText, Identifier iconIdentifier)
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{
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@@ -224,10 +224,6 @@ namespace Barotrauma
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{
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pendingMessages.Add(traitor, new List<string>());
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}
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foreach (var traitor in Traitors.Values)
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{
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traitor.Greet(server, CodeWords, CodeResponse, message => pendingMessages[traitor].Add(message));
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}
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pendingMessages.ForEach(traitor => traitor.Value.ForEach(message => traitor.Key.SendChatMessage(message, Identifier)));
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pendingMessages.ForEach(traitor => traitor.Value.ForEach(message => traitor.Key.SendChatMessageBox(message, Identifier)));
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