Fixed characters not appearing in the round summary in mp, minor CrewManager refactoring
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@@ -48,7 +48,7 @@ namespace Barotrauma
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break;
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}
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CrewManager.CharacterInfos.Add(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
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CrewManager.AddCharacterInfo(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
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}
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}
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@@ -74,7 +74,7 @@ namespace Barotrauma
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if (Money < characterInfo.Salary) return false;
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hireManager.availableCharacters.Remove(characterInfo);
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CrewManager.CharacterInfos.Add(characterInfo);
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CrewManager.AddCharacterInfo(characterInfo);
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Money -= characterInfo.Salary;
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return true;
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@@ -155,7 +155,7 @@ namespace Barotrauma
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if (!crewDead)
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{
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if (!CrewManager.characters.Any(c => !c.IsDead)) crewDead = true;
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if (!CrewManager.GetCharacters().Any(c => !c.IsDead)) crewDead = true;
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}
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else
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{
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@@ -169,7 +169,7 @@ namespace Barotrauma
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{
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isRunning = false;
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bool success = CrewManager.characters.Any(c => !c.IsDead);
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bool success = CrewManager.GetCharacters().Any(c => !c.IsDead);
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if (success)
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{
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@@ -290,7 +290,7 @@ namespace Barotrauma
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var cinematic = new TransitionCinematic(leavingSubs, GameMain.GameScreen.Cam, 5.0f);
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SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endround" : "crewdead";
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SoundPlayer.OverrideMusicType = CrewManager.GetCharacters().Any(c => !c.IsDead) ? "endround" : "crewdead";
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CoroutineManager.StartCoroutine(EndCinematic(cinematic), "EndCinematic");
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