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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@@ -688,9 +688,9 @@ namespace Barotrauma
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public void SetMissionType(int missionTypeIndex)
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{
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if (missionTypeIndex < 0 || missionTypeIndex >= Mission.MissionTypes.Count) return;
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if (missionTypeIndex < 0 || missionTypeIndex >= MissionPrefab.MissionTypes.Count) return;
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missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
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missionTypeBlock.GetChild<GUITextBlock>().Text = MissionPrefab.MissionTypes[missionTypeIndex];
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missionTypeBlock.UserData = missionTypeIndex;
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}
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@@ -701,8 +701,8 @@ namespace Barotrauma
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int missionTypeIndex = (int)missionTypeBlock.UserData;
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missionTypeIndex += (int)userData;
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if (missionTypeIndex < 0) missionTypeIndex = Mission.MissionTypes.Count - 1;
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if (missionTypeIndex >= Mission.MissionTypes.Count) missionTypeIndex = 0;
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if (missionTypeIndex < 0) missionTypeIndex = MissionPrefab.MissionTypes.Count - 1;
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if (missionTypeIndex >= MissionPrefab.MissionTypes.Count) missionTypeIndex = 0;
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SetMissionType(missionTypeIndex);
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