Per-player needs, jumping figure, round belt/shoulders/boots, reset-point UI
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+11
-2
@@ -405,7 +405,7 @@ namespace MSCO
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GUILayout.Label("World reset and save backups are only available on a dedicated server.", small);
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return;
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}
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GUILayout.Label("Everyone reconnects after a reset or restore. The current save is backed up first.", small);
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GUILayout.Label("Everyone reconnects after a reset or restore. The current state is backed up first.", small);
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GUILayout.Space(8);
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GUILayout.BeginHorizontal();
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@@ -418,9 +418,18 @@ namespace MSCO
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else if (GUILayout.Button("RESET WORLD", danger, GUILayout.Height(32), GUILayout.Width(170))) confirmWorld = "reset";
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GUILayout.Space(10);
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if (GUILayout.Button("BACKUP NOW", primary, GUILayout.Height(32), GUILayout.Width(150))) mp.WorldAction(6, null);
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GUILayout.Space(6);
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if (confirmWorld == "point")
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{
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if (GUILayout.Button("REALLY?", danger, GUILayout.Height(32), GUILayout.Width(100))) { mp.WorldAction(8, null); confirmWorld = null; }
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GUILayout.Space(4);
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if (GUILayout.Button("CANCEL", secondary, GUILayout.Height(32), GUILayout.Width(90))) confirmWorld = null;
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}
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else if (GUILayout.Button("SET RESET POINT", secondary, GUILayout.Height(32), GUILayout.Width(170))) confirmWorld = "point";
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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GUILayout.Label("Reset: all moved objects, bought items, doors and vehicle values go back to the server's save game.", small);
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GUILayout.Label("Reset: the whole world goes back to the save game as it was uploaded to the server (the reset point). " +
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"SET RESET POINT makes the current save the new reset point.", small);
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GUILayout.Space(10);
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GUILayout.Label("SAVE BACKUPS (NEWEST FIRST)", small);
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