v0.11.0.9
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@@ -86,17 +86,27 @@ namespace Barotrauma
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{
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if (monsters.Count > 0)
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{
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#if DEBUG
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throw new Exception($"monsters.Count > 0 ({monsters.Count})");
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#else
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DebugConsole.AddWarning("Monster list was not empty at the start of a monster mission. The mission instance may not have been ended correctly on previous rounds.");
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monsters.Clear();
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#endif
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}
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if (tempSonarPositions.Count > 0)
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{
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#if DEBUG
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throw new Exception($"tempSonarPositions.Count > 0 ({tempSonarPositions.Count})");
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#else
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DebugConsole.AddWarning("Sonar position list was not empty at the start of a monster mission. The mission instance may not have been ended correctly on previous rounds.");
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tempSonarPositions.Clear();
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#endif
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}
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if (!IsClient)
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{
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Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
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Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath | Level.PositionType.SidePath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
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foreach (var monster in monsterPrefabs)
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{
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int amount = Rand.Range(monster.Item2.X, monster.Item2.Y + 1);
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