v0.11.0.9
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@@ -1708,14 +1708,15 @@ namespace Barotrauma
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(Client client, Vector2 cursorWorldPos, string[] args) =>
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{
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Vector2 explosionPos = cursorWorldPos;
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float range = 500, force = 10, damage = 50, structureDamage = 10, itemDamage = 100, empStrength = 0.0f; ;
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float range = 500, force = 10, damage = 50, structureDamage = 10, itemDamage = 100, empStrength = 0.0f, ballastFloraStrength = 50f;
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if (args.Length > 0) float.TryParse(args[0], out range);
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if (args.Length > 1) float.TryParse(args[1], out force);
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if (args.Length > 2) float.TryParse(args[2], out damage);
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if (args.Length > 3) float.TryParse(args[3], out structureDamage);
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if (args.Length > 4) float.TryParse(args[4], out itemDamage);
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if (args.Length > 5) float.TryParse(args[5], out empStrength);
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new Explosion(range, force, damage, structureDamage, itemDamage, empStrength).Explode(explosionPos, null);
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if (args.Length > 6) float.TryParse(args[6], out ballastFloraStrength);
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new Explosion(range, force, damage, structureDamage, itemDamage, empStrength, ballastFloraStrength).Explode(explosionPos, null);
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}
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);
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@@ -2155,6 +2156,43 @@ namespace Barotrauma
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}
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);
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commands.Add(new Command("readycheck", "Commence a ready check.", (string[] args) =>
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{
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if (Screen.Selected == GameMain.GameScreen && GameMain.NetworkMember != null)
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{
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CrewManager crewManager = GameMain.GameSession?.CrewManager;
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if (crewManager != null && crewManager.ActiveReadyCheck == null)
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{
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ReadyCheck.StartReadyCheck("");
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NewMessage("Attempted to commence a ready check.", Color.Green);
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return;
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}
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NewMessage("A ready check is already running.", Color.Red);
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return;
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}
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NewMessage("Ready checks cannot be commenced in the lobby.", Color.Red);
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}));
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AssignOnClientRequestExecute(
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"readycheck",
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(senderClient, cursorWorldPos, args) =>
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{
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if (Screen.Selected == GameMain.GameScreen && GameMain.NetworkMember != null && !(GameMain.GameSession?.GameMode?.IsSinglePlayer ?? true))
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{
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CrewManager crewManager = GameMain.GameSession?.CrewManager;
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if (crewManager != null && crewManager.ActiveReadyCheck == null)
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{
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ReadyCheck.StartReadyCheck(senderClient.Name, senderClient);
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GameMain.Server.SendConsoleMessage("Attempted to commence a ready check.", senderClient);
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return;
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}
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GameMain.Server.SendConsoleMessage("A ready check is already running.", senderClient);
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return;
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}
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GameMain.Server.SendConsoleMessage("Ready checks cannot be commenced in the lobby.", senderClient);
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}
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);
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#if DEBUG
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commands.Add(new Command("spamevents", "A debug command that creates a ton of entity events.", (string[] args) =>
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{
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