Mission refactoring (mission prefabs) and option to select which types of missions can be selected when mission type is set to random (TODO: a way to set the allowed types from the UI).
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@@ -691,6 +691,7 @@ namespace Barotrauma.Networking
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string shuttleHash = inc.ReadString();
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string modeName = inc.ReadString();
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int missionIndex = inc.ReadInt16();
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bool respawnAllowed = inc.ReadBoolean();
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bool loadSecondSub = inc.ReadBoolean();
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@@ -750,7 +751,7 @@ namespace Barotrauma.Networking
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if (campaign == null)
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{
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GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
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GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, missionIndex < 0 ? null : MissionPrefab.List[missionIndex]);
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GameMain.GameSession.StartRound(levelSeed, loadSecondSub);
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}
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else
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@@ -883,7 +884,7 @@ namespace Barotrauma.Networking
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bool allowSpectating = inc.ReadBoolean();
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YesNoMaybe traitorsEnabled = (YesNoMaybe)inc.ReadRangedInteger(0, 2);
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int missionTypeIndex = inc.ReadRangedInteger(0, Mission.MissionTypes.Count - 1);
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int missionTypeIndex = inc.ReadRangedInteger(0, MissionPrefab.MissionTypes.Count - 1);
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int modeIndex = inc.ReadByte();
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string levelSeed = inc.ReadString();
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