v1.4.4.1 (Blood in the Water Update)
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@@ -147,6 +147,8 @@ namespace Barotrauma
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public bool DivingSuitWarningShown;
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public bool ItemsRelocatedToMainSub;
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private static bool AnyOneAllowedToManageCampaign(ClientPermissions permissions)
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{
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if (GameMain.NetworkMember == null) { return true; }
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@@ -878,7 +880,7 @@ namespace Barotrauma
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}
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}
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foreach (CharacterInfo ci in CrewManager.CharacterInfos.ToList())
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foreach (CharacterInfo ci in CrewManager.GetCharacterInfos().ToList())
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{
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if (ci.CauseOfDeath != null)
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{
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@@ -979,7 +981,7 @@ namespace Barotrauma
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Preset?.Identifier.Value ?? "none");
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string eventId = "FinishCampaign:";
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GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
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GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0));
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GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.GetCharacterInfos()?.Count() ?? 0));
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GameAnalyticsManager.AddDesignEvent(eventId + "Money", Bank.Balance);
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GameAnalyticsManager.AddDesignEvent(eventId + "Playtime", TotalPlayTime);
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GameAnalyticsManager.AddDesignEvent(eventId + "PassedLevels", TotalPassedLevels);
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@@ -1024,7 +1026,7 @@ namespace Barotrauma
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return ToolBox.SelectWeightedRandom(factionsList, weights, random);
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}
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public bool TryHireCharacter(Location location, CharacterInfo characterInfo, Character hirer, Client client = null)
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public bool TryHireCharacter(Location location, CharacterInfo characterInfo, bool takeMoney = true, Client client = null)
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{
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if (characterInfo == null) { return false; }
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if (characterInfo.MinReputationToHire.factionId != Identifier.Empty)
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@@ -1034,8 +1036,8 @@ namespace Barotrauma
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return false;
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}
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}
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if (takeMoney && !TryPurchase(client, HireManager.GetSalaryFor(characterInfo))) { return false; }
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if (!TryPurchase(client, HireManager.GetSalaryFor(characterInfo))) { return false; }
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characterInfo.IsNewHire = true;
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characterInfo.Title = null;
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location.RemoveHireableCharacter(characterInfo);
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@@ -1047,7 +1049,6 @@ namespace Barotrauma
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private void NPCInteract(Character npc, Character interactor)
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{
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if (!npc.AllowCustomInteract) { return; }
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GameAnalyticsManager.AddDesignEvent("CampaignInteraction:" + Preset.Identifier + ":" + npc.CampaignInteractionType);
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NPCInteractProjSpecific(npc, interactor);
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string coroutineName = "DoCharacterWait." + (npc?.ID ?? Entity.NullEntityID);
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if (!CoroutineManager.IsCoroutineRunning(coroutineName))
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