v1.4.4.1 (Blood in the Water Update)
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@@ -1,11 +1,14 @@
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namespace Barotrauma
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{
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/// <summary>
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/// Triggers another scripted event.
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/// </summary>
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class TriggerEventAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the event to trigger.")]
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public Identifier Identifier { get; set; }
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[Serialize(false, IsPropertySaveable.Yes)]
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[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the event will trigger at the beginning of the next round. Useful for e.g. triggering some scripted event in the outpost after you finish a mission.")]
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public bool NextRound { get; set; }
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private bool isFinished;
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@@ -41,7 +44,7 @@
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}
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else
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{
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var ev = eventPrefab.CreateInstance();
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var ev = eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
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if (ev != null)
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{
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GameMain.GameSession.EventManager.QueuedEvents.Enqueue(ev);
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