v1.4.4.1 (Blood in the Water Update)
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@@ -372,19 +372,19 @@ namespace Barotrauma
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MinDistanceTraveled = element.GetAttributeFloat("mindistancetraveled", 0.0f);
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MinMissionTime = element.GetAttributeFloat("minmissiontime", 0.0f);
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AllowAtStart = element.GetAttributeBool("allowatstart", false);
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AllowAtStart = element.GetAttributeBool("allowatstart", parentSet?.AllowAtStart ?? false);
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PerRuin = element.GetAttributeBool("perruin", false);
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PerCave = element.GetAttributeBool("percave", false);
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PerWreck = element.GetAttributeBool("perwreck", false);
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DisableInHuntingGrounds = element.GetAttributeBool("disableinhuntinggrounds", false);
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DisableInHuntingGrounds = element.GetAttributeBool("disableinhuntinggrounds", parentSet?.DisableInHuntingGrounds ?? false);
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IgnoreCoolDown = element.GetAttributeBool("ignorecooldown", parentSet?.IgnoreCoolDown ?? (PerRuin || PerCave || PerWreck));
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IgnoreIntensity = element.GetAttributeBool("ignoreintensity", parentSet?.IgnoreIntensity ?? false);
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DelayWhenCrewAway = element.GetAttributeBool("delaywhencrewaway", !PerRuin && !PerCave && !PerWreck);
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OncePerLevel = element.GetAttributeBool("onceperlevel", element.GetAttributeBool("onceperoutpost", false));
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TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", true);
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DelayWhenCrewAway = element.GetAttributeBool("delaywhencrewaway", parentSet?.DelayWhenCrewAway ?? (!PerRuin && !PerCave && !PerWreck));
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OncePerLevel = element.GetAttributeBool("onceperlevel", element.GetAttributeBool("onceperoutpost", parentSet?.OncePerLevel ?? false));
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TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", parentSet?.TriggerEventCooldown ?? true);
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IsCampaignSet = element.GetAttributeBool("campaign", LevelType == LevelData.LevelType.Outpost || (parentSet?.IsCampaignSet ?? false));
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ResetTime = element.GetAttributeFloat(nameof(ResetTime), parentSet?.ResetTime ?? 0);
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CampaignTutorialOnly = element.GetAttributeBool(nameof(CampaignTutorialOnly), false);
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CampaignTutorialOnly = element.GetAttributeBool(nameof(CampaignTutorialOnly), parentSet?.CampaignTutorialOnly ?? false);
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ForceAtDiscoveredNr = element.GetAttributeInt(nameof(ForceAtDiscoveredNr), -1);
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ForceAtVisitedNr = element.GetAttributeInt(nameof(ForceAtVisitedNr), -1);
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@@ -449,6 +449,11 @@ namespace Barotrauma
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EventPrefabs = eventPrefabs.ToImmutableArray();
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ChildSets = childSets.ToImmutableArray();
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OverrideCommonness = overrideCommonness.ToImmutableDictionary();
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if ((PerRuin && PerCave) || (PerWreck && PerCave) || (PerRuin && PerWreck))
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{
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DebugConsole.AddWarning($"Error in event set \"{Identifier}\". Only one of the settings {nameof(PerRuin)}, {nameof(PerCave)} or {nameof(PerWreck)} can be enabled at the time.");
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}
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}
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public void CheckLocationTypeErrors()
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@@ -560,7 +565,8 @@ namespace Barotrauma
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static void AddEvent(EventDebugStats stats, EventPrefab eventPrefab, Func<MonsterEvent, bool> filter = null)
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{
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if (eventPrefab.EventType == typeof(MonsterEvent) && eventPrefab.TryCreateInstance(out MonsterEvent monsterEvent))
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if (eventPrefab.EventType == typeof(MonsterEvent) &&
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eventPrefab.TryCreateInstance(GameMain.GameSession?.EventManager?.RandomSeed ?? 0, out MonsterEvent monsterEvent))
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{
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if (filter != null && !filter(monsterEvent)) { return; }
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float spawnProbability = monsterEvent.Prefab?.Probability ?? 0.0f;
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