v1.4.4.1 (Blood in the Water Update)
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@@ -7,15 +7,18 @@ using System.Linq;
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namespace Barotrauma
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{
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/// <summary>
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/// Unlocks a mission in a nearby level or location.
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/// </summary>
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partial class MissionAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the mission to unlock.")]
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public Identifier MissionIdentifier { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the mission to unlock. If there are multiple missions with the tag, one is chosen randomly.")]
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public Identifier MissionTag { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "The mission can only be unlocked in a location that's occupied by this faction.")]
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public Identifier RequiredFaction { get; set; }
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public ImmutableArray<Identifier> LocationTypes { get; }
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@@ -46,7 +49,14 @@ namespace Barotrauma
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contentPackage: element.ContentPackage);
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}
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LocationTypes = element.GetAttributeIdentifierArray("locationtype", Array.Empty<Identifier>()).ToImmutableArray();
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random = new MTRandom(parentEvent.RandomSeed);
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//the action chooses the same mission if
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// 1. event seed is the same (based on level seed, changes when events are completed)
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// 2. event is the same (two different events shouldn't choose the same mission)
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// 3. the MissionAction is the same (two different actions in the same event shouldn't choose the same mission)
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random = new MTRandom(
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parentEvent.RandomSeed +
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ToolBox.StringToInt(ParentEvent.Prefab.Identifier.Value) +
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ParentEvent.Actions.Count);
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}
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public override bool IsFinished(ref string goTo)
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