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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@@ -993,7 +993,7 @@ namespace Barotrauma.Networking
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outmsg.WriteRangedInteger(0, 2, (int)TraitorsEnabled);
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outmsg.WriteRangedInteger(0, Mission.MissionTypes.Count - 1, (GameMain.NetLobbyScreen.MissionTypeIndex));
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outmsg.WriteRangedInteger(0, MissionPrefab.MissionTypes.Count - 1, (GameMain.NetLobbyScreen.MissionTypeIndex));
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outmsg.Write((byte)GameMain.NetLobbyScreen.SelectedModeIndex);
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outmsg.Write(GameMain.NetLobbyScreen.LevelSeed);
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@@ -1213,7 +1213,7 @@ namespace Barotrauma.Networking
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//don't instantiate a new gamesession if we're playing a campaign
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if (campaign == null || GameMain.GameSession == null)
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{
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, MissionPrefab.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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}
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if (GameMain.GameSession.GameMode.Mission != null &&
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@@ -1402,6 +1402,8 @@ namespace Barotrauma.Networking
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
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msg.Write(selectedMode.Name);
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msg.Write((short)(GameMain.GameSession.GameMode?.Mission == null ?
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-1 : MissionPrefab.List.IndexOf(GameMain.GameSession.GameMode.Mission.Prefab)));
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MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
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